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Liber Mysterium The Netbook of Witches and Warlocks

Liber Mysterium The Netbook of Witches and Warlocks

A Netbook for using Witches in your fantasy role-playing game

Requires the use of the Dungeons and Dragons® Player’s Handbook®, Third Edition, published by Wizards of the Coast®

Liber Mysterium

Liber Mysterium: The Netbook of Witches and Warlocks By Timothy S. Brannan Editors: Debra L. Ruh and Brendan Quinn Additional Authors: Dominique Crouzet, Ravenscrye Daegmorgan, Zdravko Ikica, Duane Nutley, Brendan Quinn, Debra L. Ruh, Rod Thompson Artists: Daniel Brannan, Dominique Crouzet, Ravenscrye Daegmorgan, Aitor Gonzalez, Nichole Grubb, Carrie Hall, Tommie Leijs, Daniel Rosenberg Playtesters, Proofreaders and Additional Content: Joni Crocker, Lisa Countryman, Carl Cramer, Michael Filkin, Luke Finnigian, Garner Johnson, Paul W. King, Katrina Kirovich, Adam Orth, LeAnne Phoenix and the New Dawn Coven, Brooke Shapiro Special Thanks to Jon R. Cook and R. Michael Grenda Rafael Arrais, Cole Austin, Blue Troll, C.J. Carrella, Fidjlin, Larry Geyer, Gary Gygax, Alexander Jurkat, Master of Runes, Blake McDonald, Michael Moolick, Gianluca Meluzzi, NightScreed, Clark Peterson, Gary Ray, Ole A. Ringdal, Brian Rodriguez, Brad Thompson, Phillip Wallace and Kevin Webb. Very Special Thanks to the Netbook of Feats and Netbook of Classes Teams of the FanCC for their reviews and suggestions. Very, Very Special Thanks to the Kittens! And of course extra special thanks to my wife Natalie and sons Liam and Connor who are all sick and tired of hearing about witches.


Liber Mysterium

Table of Contents Table of Tables and Figures..............................................6

Forward....................................................................... 7 About this Netbook ...........................................................7 Dedication ...........................................................................8

Half-Orc ....................................................................... 45 Halflings........................................................................ 46 Humanoids................................................................... 46 Humans......................................................................... 46

Chapter III: Mystical Paths ...................................... 47 Multiclassing ..................................................................... 47 Witches and Basic Prestige Classes ........................... 48 Witches and Other Classes......................................... 48 Multiclass Practices.......................................................... 48 Green Witch................................................................. 49 Hoodoo......................................................................... 49 Incantatrix .................................................................... 49 Psychic Witch............................................................... 49 Other Witches.............................................................. 49 Prestige Classes ................................................................ 53 Spells and the Prestige Classes .............................. 53 Hermetic Mage ............................................................ 53 Imbolc Mage ................................................................ 57 Master of Circles.......................................................... 59 Warlock......................................................................... 61 Witch Finder ................................................................ 64 Witch Guardian ........................................................... 67 Witch-Knight ............................................................... 70 NPC Class – The Hedge-Witch ..................................... 73 Skills................................................................................... 75 New Uses for Old Skills ............................................. 75 Knowledge (Demonology)......................................... 77 Knowledge (Witchcraft) ............................................. 77 Meditative Trance........................................................ 78 Profession (Fortune Teller)........................................ 78 Profession (Herbalist) ................................................. 79 Profession (Midwifery) ............................................... 79 Ritual Casting ............................................................... 80 Seduction ...................................................................... 80 Tantra............................................................................ 81 Yoga .............................................................................. 81 Witch Feats ....................................................................... 82 Animal to Human........................................................ 82 Astromancy .................................................................. 82 Aura of Undead Disruption....................................... 82 Cast Magic Circle......................................................... 83 Celibate Casting ........................................................... 83 Charm Resistance ........................................................ 83 Craft Magic Candle...................................................... 83 Create Magic Cord ...................................................... 83 Create Talisman ........................................................... 84 Distil Potion ................................................................. 84 Divine Dominion ........................................................ 84 Extra Familiar .............................................................. 84 Familiar Spell................................................................ 85 Fear Resistance ............................................................ 85 Greater Divine Dominion.......................................... 85 Harming Touch ........................................................... 85 Immunity of the Faerie............................................... 85

Introduction................................................................ 9 Notice and Disclaimer .......................................................9 Book Conventions..............................................................9 Open Gaming Content Declaration ................................9 A Note About Gender.......................................................9 Chapter Summaries ..........................................................10 But what is a witch?..........................................................10 Witches in the Game........................................................10 Witches and Wizards ...................................................10 Witches and Clerics......................................................10 Witches and Druids .....................................................11 A View of the Witches Religion.................................11 Being a Witch ....................................................................12 Karma and the Rule of Three.....................................12 Life Death and Rebirth ...............................................12 Cosmology ....................................................................12 Chapter I: The Witch Class .......................................13 Witch ..................................................................................13 Game Rule Information .........................................15 Human Witch Starting Package.............................16 Alternate Witch Starting Package ..........................16 Epic Level Witch..........................................................16 Chapter II: Traditions ...............................................19 Tradition Descriptions.....................................................19 Amazon .........................................................................20 Chovihani ......................................................................21 Classical .........................................................................23 Craft of the Wise..........................................................25 Eclectic Witch...............................................................27 Faerie Tradition ............................................................28 Family Tradition...........................................................30 Lorelei............................................................................32 Malefic ...........................................................................33 Tantric ...........................................................................34 Tempestarii ...................................................................36 Venefica.........................................................................39 Voodoo..........................................................................40 Traditions and Covens.....................................................42 Creating a New Traditions ..............................................42 Witch Racial Traditions ...................................................42 Dwarf.............................................................................43 Elf...................................................................................43 Fey..................................................................................44 Goblinoids ....................................................................44 Gnomes .........................................................................44 Hags ...............................................................................45 Half-Elf .........................................................................45


Liber Mysterium Improved Familiar .......................................................85 Improved Metamagic...................................................85 Improved Spell Capacity .............................................86 Kiss Spell.......................................................................86 Spell Knowledge...........................................................86 Sylvan Empathy............................................................86 Unnatural Sleep Resistance.........................................86

Examples of Covens........................................................ 99 The Cult of the Decaying Earth ................................ 99 The Brotherhood of Set ........................................... 100 The Daughters of the Flame.................................... 100 The Mara .................................................................... 101 The Temple of Astartë, Queen of Heaven ............ 102 The Witches of the Howling Moon........................ 103 The White Lotus........................................................ 103 The Witch’s Patrons ...................................................... 104 The Goddess.............................................................. 104 The God ..................................................................... 104 Name of the Goddess ................................................... 104 Artemis........................................................................ 104 Astartë......................................................................... 105 Athena......................................................................... 105 Bast.............................................................................. 105 Brigit............................................................................ 105 Cardea ......................................................................... 105 Cerridwen ................................................................... 105 Danu............................................................................ 106 Demeter ...................................................................... 106 Diana........................................................................... 106 Eir................................................................................ 106 Gaea ............................................................................ 106 Hathor......................................................................... 106 Hecate ......................................................................... 106 Hel ............................................................................... 107 Hestia .......................................................................... 107 Holda........................................................................... 107 Ishtar ........................................................................... 107 Isis................................................................................ 107 Kali .............................................................................. 108 Lilith ............................................................................ 108 Lovitar......................................................................... 109 Mabd ........................................................................... 109 Morigann .................................................................... 109 Rhiannon .................................................................... 109 Tiamat ......................................................................... 109 Tlazolteol .................................................................... 109 Name of the God........................................................... 109 Apollo ......................................................................... 110 Cernunnos .................................................................. 110 Dagda .......................................................................... 110 Dionysius.................................................................... 110 Osiris ........................................................................... 110 Other Patrons................................................................. 110 Spirits .......................................................................... 110 Demons, Devils, and Fiends.................................... 110

Chapter V: Covencraft ...............................................87 Covens and Game Play....................................................87 Witch’s Name ...............................................................87 Witch’s Mark.................................................................88 Duties of the Coven ....................................................88 Officers..........................................................................88 Coven Names and Symbols........................................88 The Coven, Lay-Witches and the Cowan .................88 Degrees & Circles ........................................................89 The Covenstead............................................................89 Permanent.................................................................89 Temporary ................................................................89 Other Types .............................................................89 Tools of the Craft.............................................................89 Ritual Tools...................................................................90 Athame......................................................................90 Broom .......................................................................90 Cauldron ...................................................................91 Censer........................................................................91 Chalice.......................................................................91 Pentacle.....................................................................91 Wand .........................................................................91 Other Tools ..................................................................91 Bell.............................................................................92 Laybrys......................................................................92 Mortar and Pestle ....................................................92 Staff ...........................................................................92 Stone..........................................................................92 Sword ........................................................................92 Witch’s Tome....................................................................92 Contents ........................................................................92 Power Ritual..................................................................93 Ceremonials ..................................................................93 Monthly Moon Ceremonials ..................................93 Closing Rituals..............................................................93 The Book of Law..............................................................93 Sabbats and Holy Days....................................................94 Samhain/Witches’ New Year .....................................94 Yule/Winter Solstice ...................................................94 Imbolc/Candlemas ......................................................95 Ostara/Spring Equinox...............................................96 Beltane/Mayday ...........................................................96 Midsummer/Summer Solstice....................................97 Lammas/Lughnasadh..................................................97 Mabon/Autumnal Equinox........................................98 Witches without a Coven ................................................98 Solitaries ........................................................................98 Renegades......................................................................98 Notes on Creating a Coven.............................................99

Chapter VI: Magic.................................................... 111 Magical Theory and Thought....................................... 111 Magical Correspondences......................................... 112 The Thaumaturgic Triangle View ........................... 112 The Pentagram View................................................. 112 Magic Circles .................................................................. 113 Combined Circles ...................................................... 114 Witch’s Familiars............................................................ 114


Liber Mysterium Butterfae.......................................................................... 167 Druther............................................................................ 167 Leprechaun ..................................................................... 169 Lesser Hag (Template) .................................................. 171 Makva (Wood Hag) ....................................................... 171 Nymph, Sea..................................................................... 172 Poludnica......................................................................... 173 Poppet ............................................................................. 174 Scarecrow Guardian ...................................................... 175

Multiple Familiars.......................................................115 Improved Familiars....................................................115 Ritual Magic.....................................................................116 Augmented Ritual Magic...........................................116 Combined Ritual Magic.............................................117 Witch True Rituals .....................................................118 Researching Original True Rituals ...........................118 Countering Ritual Magic ...........................................119 Witch True Rituals .....................................................119 Spells.................................................................................124 Witch Spell Lists.........................................................124 0 Level Witch Spells ..............................................124 1st Level Witch Spells ............................................125 2nd Level Witch Spells ...........................................125 3rd Level Witch Spells............................................126 4th Level Witch Spells............................................126 5th Level Witch Spells............................................127 6th Level Witch Spells............................................127 7th Level Witch Spells............................................127 8th Level Witch Spells............................................127 9th Level Witch Spells............................................127 New Bard Spells .........................................................128 New Cleric Spells .......................................................128 New Clerical Domains ..............................................128 Fertility Domain.....................................................129 Moon Domain .......................................................129 New Druid Spells .......................................................129 New Paladin Spells.....................................................130 New Ranger Spells .....................................................130 New Sorcerer / Wizard Spells..................................130 New Uses for Old Spells...........................................130 Same Spell, New Name.............................................130 Spell Descriptions ......................................................131 Magic Items .....................................................................155 Weapons and Armor .................................................155 Specific Weapons .......................................................155 Specific Armors..........................................................156 Potions, Oils, and Powders.......................................156 Talismans.....................................................................156 Rods .............................................................................157 Staffs and Distaffs......................................................157 Wondrous Items.........................................................158 Books, Manuals, & Tomes........................................159 Permanent Magic Circles...........................................160 Magic Candles.............................................................161 Magic Cords................................................................162 Cursed Items...............................................................163 Artifacts .......................................................................163

Chapter VIII: Witch Stories .................................... 177 Witch Adventures .......................................................... 177 A Curse on Thee ....................................................... 177 Fairy Tales .................................................................. 177 Journey to the Rock .................................................. 177 Old City Lady............................................................. 177 Old Lady of the Woods............................................ 177 Potion Mistress .......................................................... 177 She Bewitched Me..................................................... 178 Strange Brew .............................................................. 178 The Call....................................................................... 178 The Lost...................................................................... 178 The Exile .................................................................... 178 The Expert ................................................................. 178 The Imbolc Challenge............................................... 178 The Orphan................................................................ 178 The Quester ............................................................... 179 The Witch Trial.......................................................... 179 Non-Player Characters .................................................. 179 Royrn, Xothia of the Rock....................................... 179 Serith Greenleaf......................................................... 181 Saillie ........................................................................... 182 Teamhair..................................................................... 184 The Witch Team ..................................................... 186 The Witch Team ..................................................... 187 Main Contributors ......................................................... 187 Other Contributors........................................................ 187 Game Licenses ........................................................ 188 OPEN GAME LICENSE Version 1.0a .................... 188 The d20 System® License version 5.0 ......................... 189 Art Credits and Copyrights........................................... 190 References ................................................................191 Index........................................................................ 193

Chapter VII: Bestiary............................................... 165 Using Monsters in Your Campaign..............................165 Monster Types ................................................................165 Crossbreeds.................................................................165 Fey................................................................................165 Hags .............................................................................165 Monsters from Other Sources..................................165 Batlings.............................................................................166


Liber Mysterium

Table of Tables and Figures Table 1-1: The Witch............................................................18 Table 1-2: Witch Spells per Level .......................................18 Table 2-1: Craft Witch Physical Appearance.....................25 Table 2-2: Family Witch Summoning.................................31 Table 2-3: Elemental Correspondences .............................38 Table 3-1: Green Witch Level Progression .......................50 Table 3-2: Green Witch Spell Progression ........................50 Table 3-3: Hoodoo Level Progression ...............................51 Table 3-4: Hoodoo Spell Progression ................................51 Table 3-5: Incantatrix Level Progression ...........................52 Table 3-6: Incantatrix Spell Progression ............................52 Table 3-7: Hermetic Mage Progression..............................54 Table 3-8: Imbolc Mage Progression .................................58 Table 3-9: Master of Circles class abilities .........................61 Table 3-10: Warlock Progression........................................62 Table 3-11: Witch Finder Progression ...............................66 Table 3-12: Witch Guardian Level Progression................70 Table 3-13: Witch-Knight Progression ..............................72 Table 3-14: The Hedge-Witch.............................................74 Table 4-1: Witch Skills..........................................................76 Table 4-2: Astromancy Frequency Chart...........................82 Table 5-1: Covenstead benefits ...........................................89 Fig. 6.1 Thaumaturgic Triangle View ...............................112 Fig. 6.2 Pentagram View ....................................................112 Table 6-1: Witch’s Familiars ..............................................115 Table 6-2: Improved Familiars by Alignment .................116 Table 6-3: Improved Familiars by Type...........................116 Table 6-4: Augmented Ritual Casting Time ....................117 Table 6-5: Combined Ritual Casting Time ......................118 Table 6-6: Combined Ritual Bonus Levels ......................118 Table 6-7: New Spell Names .............................................131


Liber Mysterium

Forward In the process of working on this book I discovered two things. First. I am completely obsessed with witches. I always have been. What can I say, I find them fascinating; Witches of fairy tales, stories, myth, history, even movies and TV, all of them. I even remember my first witch. Margaret Hamilton as the Wicked Witch of the West in the Wizard of Oz. When I am not writing about witches or watching them I am usually talking about them. So I hope what you have here, the fruit of my labor and obsessions is something that you too will enjoy. This all started some sixteen or seventeen years ago when I told my regular playing group “I want to write a witch class”. I had read the famous (infamous) issue #114 and then proceeded to read everything I could on roleplaying witches. Of course the roots of this took shape long before that. It started in 1979 when I got my hands on this book full of monsters and the crazy notion that I should be in a basem*nt somewhere with dice and other people pretending to be something else. I still have my first witch character, she is still doing quite well despite all the revisions (and different versions of the core game) I have put her through. This book has been a long time in coming. The second thing I discovered there was no way I could do this alone. On page 2 of this book you will see a list of people. This book exists not so much because I wanted it too, but because they helped me do it. Sometimes they dragged me kicking and screaming to do it, but in the end we ended up with something I think we are all proud of. Four years ago I released my first netbook ever to the Internet. Yes, it was about witches. Today I hope not only to recapture that thrill, but to surpass it. I also hope that this book is somewhat helpful, interesting or entertaining to you, the FPRG players out there.

About this Netbook

This book, more than any other I have been associated with is truly the work of a team. The Witches and Warlocks Team at the FANCC has put this book together. So I cannot take credit alone. All of our names and contributions are listed on page 2 and in the back of this book. “Liber Mysterium” comes from the Latin “Liber” meaning book or volumes of books and the Greek “Mysterium” which describes an ancient cult of Goddess worshippers. This is the root of “Mystery Traditions” or “Mystery Religions”. This is also where we get our word “mystery” or “mysterious”. This book uses rules from version 3.0 of the Core Rulebooks. We have tried to indicate areas that are different or changed for version 3.5 of the core rules. Our hope is that regardless of which version of rules system you are using you will find this book easy to integrate into your current game. Timothy S. Brannan [emailprotected] October 31st, 2003


Liber Mysterium

“Journey of Twilight’s Moon” Copyright 2002© by Carrie Hall

Dedication This book is dedicated to Angelique, Baba Yaga, Circe, Glinda, Hermione, Kiki, Louhi, Morgan LeFey, Witchiepoo, Alexandra, Jane and Sukie, The Mayfairs, Prue, Piper, Phoebe, and Paige, Sabrina, Samantha, and Tabitha, Nancy, Bonnie, Rochelle, and Sarah, Sally and Gillian, Willow and Tara, and (with all apologies to Yeats) “all the wild witches, those most noble ladies”.


Liber Mysterium: Introduction

Introduction Open Gaming Content Declaration

“What is it with you and witches anyway?” My Mom


“Requires the use of the Dungeons & Dragons Player’s Handbook, Third Edition, published by Wizards of the Coast, Inc.”

itch. The very name summons up images of midnight Sabbats under the full moon. It is a terrible accusation to some, a badge of honor for others.

‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 5.0. A copy of this License can be found at

Notice and Disclaimer

In order to use this work to it’s fullest; it is recommended that you be proficient, or at least familiar, with the d20 game system. In addition, it is assumed that you have paper, dice, pencils and other tools necessary to play the game. This work does not attempt to be the fullest or final authority of the subject of role-playing witches in a fantasy game. It also does not attempt to present a factual account of the religion of witches or a sociological overview of witchcraft. Information presented herein is designed solely for the use of individuals playing the d20 game system. Any other intentions beyond that are outside the scope of this work and are not intended. This work is also not intended to harm or offend anyone within the religious community of practicing Wicca, Voodoo or any other witch or Pagan tradition.

Artwork is copyrighted by the specific artists and is noted. The artwork in this book is not considered to be open content. Copyrights are retained by the individual artists and used here by permission. Fiction sections are copyrighted by the specific authors and are noted. The fiction in this book is not considered to be open. Copyrights are retained by the individual authors and used here by permission. All other text, including all game relevant statistics, is considered open for the use of Open Gaming License, unless otherwise noted with that text. Just so we are all clear. This is a game. This is not an attempt to be a factual overview of witches, Wicca or history. The witches here are the witches of fantasy, fairy tale, folklore and myth, not Wicca or the witches of the real world. This netbook won’t make you into a witch or let you cast spells. There are plenty of great books on real world witches and Wicca as well as the witches of the European Witch craze. Some are listed in our References section.

Book Conventions

This book uses various conventions to denote specific pieces of text. Text like this is the bulk of this book. It indicates any game related information. GM’s and Author’s Note: Information in this format is designed for Game Masters. It is either role-playing or background information.

A Note About Gender

Historically, witches have always been viewed as female. To reflect this, the feminine pronouns will be used exclusively, unless a distinction needs to be made. Some publishers claim that years of use have neutered the male pronouns. I do not believe that this is so. Unless a distinction based on gender needs to made, I will use the feminine pronouns to refer to both females and males, as is done in many other languages.

This text indicates Open Gaming information. This could include any indications of copyrights owned or designations of Product Identity. A single lined box with italic text is a quote that is appropriate to the section. The author of the quote and the source will be indicated. In any case the quote is public domain and not subject to the rules of the OGL.


Liber Mysterium: Introduction “The Craft”. Wicce, however, comes from the Germanic root “wic,” which means “to bend” or “to turn” which does apply to witchcraft, in the sense that witches bend or control forces to effect changes. Most witches throughout history have been feared and abhorred because they were believed to be vindictive, casting evil spells upon others and consorting with evil spirits. The Western concept of witches has evolved from beliefs about sorcery and magic dating back to the ancient Assryians, Babylonians, Akkadians, Hebrews, Greeks and Romans. An ancient Assyrian tablet speaks of the bewitching powers of witches, wizards, sorcerers and sorceresses. In ancient Greece and Rome, witches were renowned for their herbal knowledge, magical potions and supernatural powers. Thessaly, a region in Greece, was particularly “notorious for witchcraft” and “universally known for magic incantations,” according to Apuleius, Roman poet of the 2nd century. Thessalian witches reputedly had the power to bring the moon down from the sky. Classical witches were said to possess the evil eye. Pliny the Elder wrote of those who killed by looks.

Chapter Summaries

Chapter 1: The Witch Class contains the base witch class including progression tables, starting packages and Epic level witches. Chapter 2: Traditions details the thirteen traditions of witchcraft and some racial viewpoints for role-playing. Included are skill and feat suggestions and granted powers. Chapter 3: Mystical Paths discuss multi-class witches and prestige classes the witch might opt for. Chapter 4: Skills and Feats detail the various new skills and feat that are available to the witch (and other characters too.) Chapter 5: Covencraft discusses what it really means to be a witch. It also has details on covens, covensteads, Books of Shadows, as well as Goddess and Gods as Patrons. Chapter 6: Magic details the nature of the witch’s magic, her views of magic and the world as well as spells, magic items and rules for rituals. Chapter 7: Bestiary has monsters that have been associated with the witch from myth, fairy tale or folklore. Chapter 8: Witch Stories gives the GM some ‘adventure seeds’ to use to add a witch-based storyline to any adventure. Some NPCs to use as supporting cast or as player characters are also included. Finally a References section is included to direct the reader to more books on witches and witchcraft.

Witches in the Game

Witches are not wizards. Nor are they sorcerers, clerics, druids or psychics. They are their own core class. They possess a tradition that is older than any of these other archetypes. While the game rules may be modified to allow the playability of a witch under one of these guises, the witch works the best as it’s own class, with it’s own unique style. Witches share similarities with other character classes – they also have quite a few differences. Even witches from the same coven and traditions can be very different from each other and in what they believe.

But what is a witch?

Over the last two decades, there have been several attempts to bring this character into the fold of the likes of wizards and rogues in various fantasy roleplaying games. Some have been successful, but most today have been regarded as half-hearted attempts. This book proposes to change that. With the advent of the new d20 Game System, the witch has a chance to grow into the character type that does the witch of myth and legends justice, and preserve the mystery and unique characteristics of the witch. Anyone with even passing familiarity with fairytales or mythology knows witches are practitioners of ancient religions. Morgan Le Fey, Circe, and Baba Yaga, were not wizards as depicted in various FRPG sources, but priestesses of Goddesses (or Gods) of old religions and forgotten ways. The word “witch” comes from the Old English wicce, pronounced “wiche” or “wikke” and “wicca,” which are in turn derived from the root wikk, which applies to magic and sorcery. Many witches say witch means “wise” or “wisdom,” so a witch is a wise person, and witchcraft is the “Craft of the Wise” or more simply,

Witches and Wizards

Wizards spend a great deal of time studying and researching their spells. Witches also study spells, but they are granted some of their spells, much as clerics are. It should also be noted that some witches do keep spell books and use scrolls. Wizards join guilds or belong to wizard schools. Witches rarely join guilds; they do, however, belong to covens.

Witches and Clerics

Witches and clerics have historically shared a very adversarial relationship. There is of course no reason they have to in your game. Part of the problem is witches and clerics cover much of the same ground. Witches are often referred to, both by themselves and others, as priestesses of their Patrons. One might ask, “Why is a witch needed if a cleric can perform the same function?”


Liber Mysterium: Introduction Additionally, as witches are secretive about their knowledge and methods, and do not speak of their craft to those who are not of their coven, even in passing, their tight lips are seen as a sign that the witch herself recognizes her own moral impropriety, and seeks to hide it. Thus fear and mistrust arise. Hence witches are seen as vindictive and malicious, consorts to evil spirits or those who insultingly give worship to ancient, fallen deities, worship that rightfully belongs to the current gods. For example, the witches of Hecate claim that the goddess is simply the name for a face of the ancient Goddess, in her form as a magic-worker, and that form...that avatar...visits them to teach them ancient secrets and give them personal power. Yet the priests of Hecate proclaim these witches follow a spirit who seeks to usurp the rightful goddess of magic, for the witches practice rituals strange to the priests and learn knowledge from the goddess abandoned centuries ago by the priesthood, when they learn of it at all from the witches of Hecate – another sign that this knowledge comes not from the true goddess, and the witch’s silence an open admission of guilt on that count. A witch is a witch and not a priest in that they strive for personal knowledge or power, not to be the channel of another’s will or to be granted special abilities solely to work their Patron’s will on the world. The witch instead seeks personal, spiritual or material fulfillment. The relationship a witch has with their Patron is that of student to teacher, of apprentice to master; they accept guidance and knowledge from an elder, ancient being who has chosen to share such with them for whatever its own purposes are, be they benign, malignant or unknown. For example: Odin teaches his children runecraft because they are his children, to better their own destiny; a demon might teach a witch in order to use her later for its own ends. A witch’s spells differ from a wizard’s, though they are similar. The Patron reveals what the witch needs to know to cast the spell, not the underlying workings of magic. They teach the witch how to summon the energy to cast forth spells; to shape their desires into reality and how their magic works in accordance with the laws and principles the Patron teaches, but the true science or art of magic is not their domain. Likewise, to a witch, the relationship with their Patron is personal, based on the gathering of old, magical lore and the study of the secret powers of the universe. Each witch is thus left to her own devices and wisdom when confronted with the divine., for a witch’s experiences with her Patron are individual and experiential, not subject to examination or approval by an order of priests or elders, nor to scriptures of the Patron’s word and desire – these are revealed unto her by the Patron alone.

Witches typically view worship as a very personal matter. Her Patron may be a God or Goddess, Spirits or even the raw forces of Nature. The witch may even understate her religion. The relationship between witches and clerics of the same God, Goddess or Patron will be determined partly by that Patron or can be decided by the GM, but generally good aligned worshipers would tend to get along better than evil. Lawfully aligned worshipers also see the value in working together more than chaotic ones.

Witches and Druids Witchcraft, the practice of witches, has much in common with the practice of druids. In many cases both are considered pagan, nature religions. Witches are very similar to druids, in their worshipping practices and in the effects of their magic and their philosophical view of the world. Druids and witches though are very distinct in their philosophies and practices. Like druidism, witchcraft fosters a belief in the cycles of nature and the life-death-rebirth cycle. While ancient (historical) Druids were a caste of priestly leaders, witches tend to be more individual.

A View of the Witches Religion How does one accurately role-play a witch? To do this one must understand the culture that witches have arisen out of. Witches are seen as practitioners of ancient religions, followers of ancient gods long ignored or presumed dead by the people and priests of their world or society, ancient powers who are fading away and been subsumed by local deities. Priests cannot serve these Ancient Ones, for these gods are not gods that can offer their own power directly to their worshippers, even if once they might have. The modern churches and temples of all gods find such worship spiritually dangerous, for it is the worship of dead gods, the practice of calling out to gods long since vanquished and cast down, the worship of imaginary spirits or false gods performing a least in the eyes of the priests. The Ancient Ones are more akin to demons, devils, elementals and spirits than they are to deities, and therefore the witch follows them for the secrets they can teach and the benefits they offer not only or merely to engage in worship and emulation. Since these deities do not and cannot, answer the prayers of the faithful, it is often whispered that other, more infernal and deceitful powers must be behind the witch’s rituals.


Liber Mysterium: Introduction Like druidic religious practices, witchcraft is primal, visceral and passionate. Rituals are unfettered by tradition and often improvisational, focusing upon drawing and experiencing the power of the divine to better the self and those the witch chooses, not in obedient service to the deity. All of this leads to misunderstanding and mistrust of witches.

Karma and the Rule of Three

Most witches believe in living good lives. To this end there is the notion of Karma, or as it known to witches, the Rule of Three. Any harm, bad intent or mal purpose directed at anyone is returned on the witch, usually threefold. This is true for mundane as well as magical workings. While there is no game rule to enforce the Rule of Three, the GM is encouraged to have “bad things” happen when a witch starts to use her powers against her oaths or alignment. These should be subtle and not immediate, but never life threatening. Because of this a witch will rarely use her own magic for personal gain, such as using divination at the gambling table. Many will also do what they can to increase their levels of karma. These all have to be kept in check with the witch’s alignment, but they should be considered on the same level as the oath a paladin takes or the rules a monk must live by.

Being a Witch

Unlike other classes, one does not wake up one day and decide to become a witch. Generally the prospective witch, the Initiate, will hear the Call of the Goddess at a young age. She must learn a witch Tradition and seek out a coven. Upon entering the coven the highest-ranking witch (who, regardless of actual level is known as the High Priestess) will invite the young initiate to learn all she can from the covens’ Books of Law. Some covens require a year and a day before the initiate can fully join; only then will the new witch be taught the magic and ritual of being a witch. If a coven is not found, then the initiate might become a Solitary. Often the Solitary may learn from an old book of a forgotten coven, or she may receive direct or indirect information from some agent like a familiar, who brings instruction directly from her Patron. All witches follow what they believe to be the correct path. Often the Goddess influences this, but unlike clerics who pour over old scripture and text, the witch will receive their divine inspiration in a subtle, but constant manner. Witches take a more personal and direct view of their relationship with their Goddesses than normal clerics. It is not so much faith for the witch as it is experience. One of the reasons that witches bring persecution upon themselves is because they accept no other rulers save for their Goddess and (sometimes) higher level witches. This often puts them at odds with the local rulers of state and always with their Goddess’ church. They tend not to follow the mainstream deity of the region and show a marked disregard for the authority of petty lords and kings. In addition to this, witches often claim that witchcraft is the first and greatest form of magic, a claim that never sits well with other spellcasters, in particular powerful wizards and priests. Despite this, witches tend to be humble rather than arrogant. Years of persecution have tempered the attitudes of most traditions. Witches just have a belief system in which they are central. A witch is often thus much more tolerant of others’ religious beliefs than the common cleric.

Life Death and Rebirth

Central to the core beliefs of the witch is the idea of Life, Death and Rebirth. To the witch life is an ongoing cycle, one that can be seen in nature, the seasons and in the witch herself. This belief is so ingrained into the witch’s philosophy that it affects what magic the witch can perform. For the most part a witch will never have access to spells that raise the dead or make powerful undead. To do so would violate this basic tenet of their beliefs and they would cease to be a witch.


The cosmology of the witch differs from that of the typical character. Most witches do not believe in an afterlife of eternal rewards or punishments; most witches instead believe in reincarnation. When a body dies the spirit is sent to rest for a time at a place known as the Summerlands. Once there the soul reflects on her previous life, until it is time for the soul to return to the earthly realm and begin the cycle again. Typically a witch does not regard the Spirit Realms as important on a daily basis. She will of course know that they are important places of power where many gods, fiends and spirits reside and abodes of the afterlife. The witch deals with spirits, supernatural forces and her Goddess on a daily basis, most of her concerns will be with the realm of the living in the here and now.

GM’s Note: Because of this belief system a witch will never have access to the Divine Spell Raise Dead. Nor can a witch have Raise Dead cast upon her. The Game Master can work out the details of the Summerlands that work best for her own game universe.


Liber Mysterium:The Witch Class

Chapter I: The Witch Class Witches also tend to avoid weapons and armor because their nature is one of magic, pure and untainted. Armor would also interfere with their spell casting abilities. Alignment: Despite stereotype and rumor, witches can be of any alignment. Many witches believe in “The Three-fold Law”, that is what ever you send out into the world, will return upon you three times. So a witch is often reluctant to cast so called “black” or evil magic. Religion: To a witch, to worship is to be a witch. Unlike clerics, who commune to their gods for the people, there is no middle ground between the Patrons and their witches. Also unlike clerics, witches, even evil ones, do not attempt to convert others to their faith. Witches believe one must be worthy and hear the Call. Non-witches often misunderstand the practice of witchcraft; this is one of many factors that have lead to distrust of witches. Witches honor and follow their Patrons, the God and Goddess of their faith. Many witches believe there is only a single Goddess, and all deities are simply different aspects of the Goddess. The name of the goddess may change between planes, but names are only reflections of the Goddess. Examples of the witches’ Goddesses include Astartë, Hecate, Diana, Isis, Innana, or even Tiamat, but can include any Goddess from the witch’s home world. Other witches believe that there are two deities, a male and a female, a God and a Goddess. The male is considered the Bringer of Summer, the Lord of Harvest and Protector of the Goddess. Real world examples include Apollo, Bacchus, Cernunnos, Osiris, or Shiva. Both God and Goddess are considered equal in all respects. The system of belief can change between each campaign world and plane. However, it is commonly these two systems, or a combination of these two that witches across the multiverse practice. It is also this philosophy that leads to the rift between clerics and witches. Other witches gain their powers from other worldly beings, fiends from the lower planes, creatures from the Astral, or Spirits they take as their Patron. Often who or what and how the witch worships will be detailed in Chapter 2: Traditions and Chapter 5: Covencraft. Hedge witches are spellcasters that follow the witches’ practice, but not their religion. Magic: Witches are primarily arcane spellcasters, though they say their magic is older than the distinctions of “Arcane” and “Divine”.

“There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy”. Hamlet Hamlet, Act 1, Scene 5


n old hag, a mysterious wise woman, cunning and alluring maiden... All of these and more are the guise of the witch. Witches have existed since the dawn of time and are some of the greatest of all of the spellcasters.


Witches are spellcasters that walk the line between this world and the next, between angel and fiend, and between clerics and wizards. They are a religious sect like clerics, but closer to druids. Their spells and casting techniques are similar to wizards. Despite stereotypes, witches may be either female or male, there are typically more female witches than there are male witches. Contrary to popular belief “warlock” is not the masculine form of witch. Witches, whether male or female, are referred to as witches. Warlock is a word meaning “peace-breaker” or “oathbreaker”, and is considered to be a vulgar insult to a witch. Adventures: Witches on the whole tend not to be adventurers. Many have terrifying memories of what some people will do to witches; others feel a close association to their homeland, their families or their covens. There are others though for whom the lure of adventuring is too much to ignore. Witches that adventure do so for a variety of reasons. Many are searching for greater magical or universal truths, or to recover a special artifact or spell component. A small number seek, like many adventurers, fame and fortune. Still others desire to be away from the closed minds of their homelands and search for others like themselves. And some seek things known only to themselves and their Patron. Characteristics: Witches cast arcane spells, as do wizards and sorcerers; they also gain some ability to cast divine spells. Both types of spells are gained from the witch’s service to their Patrons. Witches record their spells in spell-books (sometimes known as a Book of Shadows) like Wizards. Like shadows that are neither all dark nor all light, witches are neither all cleric nor all wizard, but a bit of both, and something else altogether.


Liber Mysterium: The Witch Class Witches learn their magic from their Patron. They may do this via meditation, ritual or even via their familiar. Once the knowledge of a spell is given to the witch she copies the spell into her spell book (“Book of Shadows”). Once this is done she may relearn that spell at any time, as does a wizard. The witch may also research spells, as does a wizard. These spells are also recorded in their Books of Shadows. The witch also gains the ability to cast special spells known as Coven Spells. These spells are known to the witch and her coven and are usually divine in nature, the exact spells varying from coven to coven and Patron to Patron. The power to cast the spells is given by the Patron, but formed by the witch. In this respect they are very similar to Divine spellcasters. While a cleric prays for her spells, a witch prepares them through ritual. These acts might seem similar at first, but they are different. A cleric’s prayer is somewhat comparable to asking a patron kindly if they’ll grant them this power. A witch’s ritual on the other hand is comparable to the spell casting of a wizard, interlaced with religious elements. Background: To become a witch, one must first hear “the Call”. This is the moment in the would-be witch’s life that she understands that she will become a witch. Sometimes the Call is symbolic, such as sudden realization after many days, weeks or months of conjecture; other times it is happenstance, the would-be witch finds an old book or a teacher; and still other times the Call is actual, the initiate actually hears the voice of their Patron calling out to them.

In many Traditions this is also known as the “Call of the Goddess”. This usually precludes any other type of training for any other profession since many witches receive this call at an early age, as children or teenagers. All witches belong to a Tradition (defined as a style of witchcraft) and a Coven (meaning groups of worship). A witch that does not belong to a geographic Tradition is said to have a “Family Tradition” because it is usually passed down from mother to daughter, or an “Eclectic Tradition”, one that has the features of many traditions. A witch without a coven is often known as a “Solitary Practioner”. Witches learn to be witches from laws and guidelines handed down from the Patron and practiced within the covens. Solitaries often must learn the craft on their own. Races: Humans make up the majority of the witches. Elves and half-elves also have a style of witchcraft known as “kuruni”. Half-orcs are generally drawn to the evil side of witchcraft. Dwarves, gnomes and halflings only rarely, become witches, but each has their own unique style. Other Classes: Witches tend to share with druids and rangers a reverence for the world and nature. Also like Druidism, witchcraft is an older religion. Witches and druids sometimes argue over which religion came first, but these are usually only good-natured, if sometimes heated debates. Most classes distrust witches. In particular witches do not get along with clerics, whom they find to haughty in their ideals and reverence to their gods, and likewise with paladins (plus most Witch-Hunters tend to come from the ranks of clerics and paladins).


Liber Mysterium: The Witch Class Hit Die: d4

Witches are often viewed with caution, if not out-right hatred by clerics and paladins, who find the witch’s belief that individual deities are in reality different aspects of a single deity blasphemous. The average person also finds the witch’s magic to be mysterious and dangerous, and if the witch is perceived as dangerous, she must be dealt with. Though the accusation of “witch” can and has applied to witches, wizards, sorcerers, other clerics and psionics. Witches and clerics share more similarities than either side would like to admit. This is due to a split in ethos among the pre-historic peoples. An ancient protoshamanistic cult produced both witches and druids. This proto-cult then further splintered into witches, druids and priests of today. Witches therefore share many surface similarities with druids and shamans. Many neutral witches are, in fact, on fairly good terms with most druids. Although a witch is partially a divine spellcaster, the function of a cleric and a witch is very different. Witches do not serve their Patron as a cleric serves their god. A witch is the instrument of their Patron’s will, and the Patron serves the witch via magic. There is a direct personal relationship between a witch and her Patron. In simple terms, a cleric sees herself as a servant to her deity, while a witch sees her deity as a friend. This of course, is a simple definition. A witch does not see it as her duty to spread the beliefs of her patron, her duty is to live by her Patron’s rules and ethics, not to convince others to do so, as would a cleric. Witches are on decent terms with sorcerers, whom they find more tolerable than wizards. They are distrusted by barbarians, who distrust all magic, viewed suspiciously by most rogues, who are suspicious of most people, and mostly ignored by monks. Some witch traditions get along well with bards, but the differences within either class make this a case-by-case judgment. Multiclass: Witches may multiclass without restriction, however nearly all witches begin as witches and not another class. Witches also consider themselves to be witches first and foremost.

Class Skills

The witch’s class skills (and the key ability for each skill) are Alchemy (Int)1, Concentration (Con), Craft (Wis), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Demonology) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (Witchcraft) (Int), Meditative Trance, Profession (Fortune Teller) (Wis), Profession (Herbalist) (Wis), Profession (Midwifery) (Wis), Scry (Int)2, Seduction (Cha), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) [Wilderness Lore (Wis)], Tantra (Cha), Yoga (Wis). New skills will be described in Chapter 4: Skills and Feats. Skill Points at 1st Level: (2 + Int modifier) x 4. Skill Points at Each Additional Level: 2 + Int modifier.

Class Features witch.

All of the following are class features of the

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. Witches are not proficient with any type of armor or shields. Spells: Witches gain 2 new arcane spells at each level, just like wizards. They may also copy spells from other witches just as a wizard may copy spells from another wizard, The witch’s and wizard’s spell casting are related but still very different, and therefore a witch can attempt to learn a wizard’s spell book or scroll with a -5 penalty (and vice versa). The penalty to learn witch spells by a wizard is –5 and plus –1 per witch spell level to all checks, thus a 6th level witch spell would be at –11 to learn. Ranks in Knowledge (Witchcraft) will reduce this by one per rank. The skill Knowledge (Witchcraft) is discussed in detail in Chapter 4: Skills and Feats. The witch is limited to casting spells that appear in her spell book. Unlike a wizards spell book, Witch spells do not cost money or materials (outside of the paper and ink) to scribe into a spell book. Witch spells are cast via a series of rituals and preparation, typically performed in the morning or night before, and completed when the witch wishes to cast her spell. A witch must prepare her spells ahead of time, just like a wizard. In the same way all bard spells have verbal components, all witch spells have material components or a focus. Spells that do not list material components instead require a common object sacred to or indicative of the witch’s Patron as a focus. The witch can cast arcane spells as per the table below. Also, witches gain the ability to cast some divine spells. These divine spells are known as Coven spells and are determined by the coven that the witch belongs to.

Game Rule Information

Witches have the following game statistics Abilities: Wisdom determines how powerful the spells the witch can cast, how many spells they may cast per day, and how hard those spells are to resist. Like clerics and druids, the witch must have a minimum wisdom score of 10 + the spell’s level and gains bonus spells based on her wisdom. The Difficulty Class (DC) of a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Wisdom modifier. Intelligence and Charisma are also important to the witch character. Alignment: Any, but the witch’s alignment must be similar (by one step) to their Patron’s alignment.

1 2


Version 3.0 of Core Rulebook I only. Version 3.0 of Core Rulebook I only.

Liber Mysterium: The Witch Class The divine spells that a witch may cast are also described below. Note: Witch cantrips are known as Charms if used by good witches, Leys if used by neutral witches and Hexes if used by evil witches. Common people refer to all witch cantrips as Hexes. Chaotic, Evil, Good, and Lawful spells: A witch cannot cast spells of an alignment opposed to her own or her Patron. This is similar to the cleric’s limitation. Witches also have spells that are unique to their own class and are detailed in Chapter 6: Magic. Coven Spells: Witches gain an additional spell of each spell level starting at 2nd level (indicated by the +1 on table 1-2). These are known as Coven spells and are determined by the Patron of each witches coven. Coven spells function similar to domain spells with the exception that the witch’s Coven spells do not grant the special abilities that a cleric would receive from a domain (for example, the luck domain allows one die re-roll once per day, a witch with a Patron of the luck domain does not receive this ability). A witch’s Coven or Patron determines what she may choose for her Coven spells. For example, a Faerie Witch (a witch specializing in the magical nature of forests) may choose Coven spells from among those granted by the Plant, Animal or Travel Domains. Coven spells are considered divine. Unlike the witches’ normal spells, these spells are cast in the same way a cleric casts domain spells. Summon Familiar: A witch can summon a familiar in exactly the same manner as a sorcerer or wizard. See the section on Familiars in Core Rulebook I for details. Bonus feats: The witch gains a bonus feat every 6 levels, starting at 4th level (4th, 10th, and 16th). The witch may choose any Item Creation, Metamagic or Witch feat she has met the requirements for. The witch has access to a special group of feats known as Witch feats. These feats are unique to the witch class, but other classes may learn some of these (at the GM’s discretion). The witch also gains a bonus feat at 1st level. This feat may be any feat the witch has met the requirements for. Occult Powers: Witches gain special abilities at 7th, 13th, and 19th levels. These special abilities are determined by the witch’s Tradition (or by the Game Master) and are detailed in Chapter 2: Traditions.

Human Witch Starting Package

Race: Human Armor: None, speed 30 ft. Weapons: Dagger (1d4, crit 19-20/x2, 1lb., Tiny, Piercing). Quarterstaff (1d6, crit x2, 4lb., Large, Bludgeoning). Patron(s): The Great Goddess and the Lord of Summer. Skill Selection: Pick a number of skills equal to 4 + Int modifier. Skill Ranks Ability Spellcraft 4 Int Knowledge (Witchcraft) 4 Int Heal 4 Wis Knowledge (Demonology) 4 Int Craft 4 Wis Feats: Astromancy, Create Talisman Gear: Backpack with waterskin, one day’s trail rations, bedroll, sack, flint and steel, spell component pouch, Book of Shadows Gold: Equal to Charisma score.

Alternate Witch Starting Package Same as human witch, except Race: Elf, half-elf, half-orc Patron(s): As appropriate for Race. Gold: 2d6

Alternate Witch Starting Package Same as human witch, except Race: Dwarf, gnome or halfling. Armor: None, speed 20 ft. Patron(s): As appropriate for Race. Gold: 2d6

Epic Level Witch

When a witch reaches 21st level she is considered to be an epic character. Epic characters are dealt with in Core Rulebook II, v.3.5. Briefly, the following applies to witches beyond 20th level. • Class-related base save bonuses and base attack bonus don’t increase after 20th level. Thus, these class tables have no columns for base save bonuses or base attack bonus. Instead, use Table: Epic Save and Epic Attack Bonuses (Core Rulebook II, v.3.5) to determine the character’s epic bonus on saving throws and attacks. • A character continues to gain Hit Dice and skill points as normal beyond 20th level. • Generally speaking, any class feature that uses the character’s class level as part of a mathematical formula continues to increase using the character’s class level in the formula.


Any witch who ceases to follow her patron loses all coven (divine) spells, special abilities and cannot gain levels as a witch until she atones. Use of the Atonement spell is not required, but the witch may have to perform an act of faith.


Liber Mysterium: The Witch Class Bonus Feats: The epic witch gains a bonus feat every three levels higher than 20th. The witch also gains access to Epic feats. Occult Powers: The epic witch does not gain any new occult powers but occult powers based on the witch’s level continue to grow.

• Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th. • The powers of familiars, special mounts, and fiendish servants continue to increase as their masters gain levels, if they are based on a formula that includes the caster’s level. • Any class features that increase or accumulate as part of a repeated pattern also continue to increase or accumulate after 20th level at the same rate. An exception to this rule is any bonus feat progression granted as a class feature. If a character gets bonus feats as part of a class feature these do not increase with epic levels. Instead, these classes get a new bonus feat progression (described in each class summary below). • A character doesn’t gain any new class features beyond 20th level. Class features with a progression that slows or stops before 20th level and features that have a limited list of options do not improve as a character attains epic level. Likewise, class features that are gained only at a single level do not improve. The epic witch is a raw force of nature and the divine. Channeling the powers of her Patron, she is both respected and feared. Hit Die: d4.

Skill Points at Each Additional Level: 4 + Int modifier. Spells: The witch’s caster level is equal to her class level. The witch’s number of spells per day does not increase after 20th level. Each time the witch attains a new level, she learns two new spells of any level or levels that she can cast (according to her new level). Familiar: The epic witch’s familiar continues to increase in power. Every two levels higher than 20th the familiar’s natural armor bonus and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.


Liber Mysterium: The Witch Class Table 1-1: The Witch Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Base Attack Bonus 0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort Save

Ref Save

Will Save


+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

+2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Create Talisman, Bonus Feat Summon Familiar Bonus Feat Occult Power Bonus Feat Occult Power Bonus Feat Occult Power

Table 1-2: Witch Spells per Level Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6 6

1 1 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1

----------------------------- Spells per Day ----------------------------2 3 4 5 6 7 8 1 1+1 2+1 1 2+1 1+1 3+1 2+1 1 3+1 2+1 1+1 3+1 3+1 2+1 1 4+1 3+1 2+1 1+1 4+1 3+1 3+1 2+1 1 4+1 4+1 3+1 2+1 1+1 4+1 4+1 3+1 3+1 2+1 1 5+1 4+1 4+1 3+1 2+1 1+1 5+1 4+1 4+1 3+1 3+1 2+1 1 5+1 5+1 4+1 4+1 3+1 2+1 1+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1

The number after the plus sign (+) is the number of Coven (divine) Spells the witch receives.


9 1 1+1 2+1 3+1

Liber Mysterium: Traditions

Chapter II: Traditions be modified by the Game Master for a particular campaign world. Description: This describes the tradition and says something about the witch that belongs to it. Role: What does this tradition do? What are they known for. Joining this Tradition: This includes requirements, duties, common ceremonies practiced by the Tradition, and a bit about those most likely to be initiated into this Tradition. Leaving this Tradition: Everything on how to leave the tradition and the consequences thereof, such as loss of powers, or being labeled a “warlock”. Skills & Feats: Any special notes regarding skills and feats. Some traditions may have access to skills other traditions don’t, and some may receive bonus feats. Occult Powers: What special powers does the witch gain? Gained at 7th, 13th and 19th levels. Special Benefits: What does the witch gain by belonging to this tradition? Special Restrictions: These include alignment restrictions and other penalties to belonging to this tradition. Equipment: This includes any special ritual tools or mundane tools of this tradition. Coven Domains: Recommended Coven (domain) spells. Preferred/Barred Covens: What covens might a witch of this tradition join or not join. Relationship to the Goddess/Patron: How the witch views her Patron and how the Patron views the witch. Source/Views of Magic: Each tradition differs on the source and nature of magic. This is detailed here. What really sets the witch apart are her views on magic. While every witch knows the source of her magic is her patron, how that magic is learned and manipulated varies greatly from tradition to tradition. These disagreements are so fundamental to the witch that some traditionalists cannot be in the same coven as one another, despite alignment. This also includes any views the witch might have on White magic vs. Black magic. This is not a dichotomy that witches typically see or recognize, but how others view her magic. Wealth: How much money the witch starts with, if different, and how the witch might gain extra income. Other: This includes multiclass options, prestige class options, and how the witch gets along (generally) with other classes and other traditions.

“Rise up, Witches, throw off your masks And cease crying guilt for ancient crimes; Earth and all her children need us, For ALL face now the Burning Times”. L. A. Hussey


roups of witches that share a common belief system and view of the world are known as Traditions. Generally all witches of a particular coven will belong to the same tradition. Certain traditions may put restrictions on which coven a witch may opt for. Traditions are taught and are usually learned at the same time the individual learns to be a witch. Often it is extremely difficult to know what it means to be a witch outside of the point of view of one’s Tradition for it defines and colors how a witch sees herself and other witches. In areas where Traditions geographically overlap, a new witch may believe that the other witches are not even witches at all. How a witch acts and behaves will be dependent on which tradition she belongs to, and according the world in which she lives. When Traditions are linked to families or groups of witches they are sometimes called a “Family Tradition.” These are often handed down from mother to daughter. Traditions are also usually tied to a geographical area, philosophy or (in some cases) a race. The following Traditions are presented to aid role-playing the uniqueness of the witch. In the case of most traditions, sub-traditions or alterations will be noted. The sample Traditions listed below are based on the history of our world; the Game Master’s own world might have a completely different view on witches and the Craft and thus instead of using these may opt to create new Traditions. Game Masters are cautioned to remember that Traditions are large organizations based primarily on geography, philosophy and views of the Patron. Often a coven will serve the needs of a unique style of witch without the need to create an entire new Tradition.

Tradition Descriptions

Each Tradition listed below contains suggestions for powers, covens and role-playing. Remember these are only suggestions and may need to


Liber Mysterium: Traditions philosophical differences between the groups have always been the greatest hurdle. Joining this Tradition: There are no special ability scores required to be an Amazon, although high Strength and Constitution are entirely desirable. The only requirement to becoming an Amazon Witch is the character must be female. Amazon Witches usually meet in groups, called Meets, during the time of the waxing moon till the full moon. These meets are very secretive and there is a rumor that any man viewing one will be put to death. Amazons for the most part are neutral, with some gravitating towards lawful. Leaving this Tradition: The beliefs of an Amazon are deeply ingrained into her personality and culture and thus most never leave this Tradition. Generally, an Amazon who leaves the Tradition will be warmly welcomed into the arms of the Classical or Craft of the Wise Traditions. Skills & Feats: Amazon Witches begin play with proficiency in a single martial weapon, in addition to standard Witch weapon proficiencies.

Amazon Description: Witches of the Amazon tradition are one of the most misunderstood witches. To begin, “Amazon” is a misnomer. These witches are only remotely related to the legendary female warriors of the same name. Also these witches are not a group of female warrior-witches, though they opt for fighting professions more often than members of other traditions. Witches of the Amazon Tradition can only be female; no man may enter this Tradition. This attitude of superiority further extends beyond their own Traditions and covens. Amazon witches believe that no man should be allowed to be a witch regardless of Tradition. An Amazon witch will always refer to a male witch as a warlock. These witches also share an honoring of the Goddess Diana with their warrior cousins. They are associated so much with the Goddess Diana that many call their Tradition The Cult of Diana. Nonetheless, some small groups of Amazon witches do worship other Goddess, such as Freya, Artemis, Brigit, or even Hecate. Despite stereotypes, not all Amazon witches are man-haters. Some are happily married with children. This is not viewed as a problem for these witches as Diana is also viewed as the Patron of children and of women in childbirth. They just believe that men should not be witches. Humans make up the majority of the witches in the Amazon traditions. Elves, gnomes and halflings, from a racial standpoint, do not share the Amazon’s philosophy. Elves in particular gravitate more towards the Faerie tradition. For some reason half-orcs are nearly unheard of in this tradition. Dwarves have a special type of Amazon-like tradition that is embodied in the Xothia, the Dwarven witch. Role: Amazon witches represent, what they believe, to be the righteous anger of the Goddess. It is believed that maybe these witches began as part of the Classical tradition. When witches began to be hunted and killed, mostly by the priesthoods, the Amazon rose up to fight this oppression. This tradition overlaps, geographically at least, with areas that are common to Classical traditions and druids. Thus there have been successful attempts over the years to work for each group’s mutual benefit. The



Lesser: 7th Level: Immune to Fear. The Amazon witch becomes so focused in purpose and drive that she becomes immune to the effects of mundane and fear. She also gains +4 to any checks versus magical induced fear. Medial: 13th Level: Shape Change. The Amazon witch may shape change as per the Druid ability Wild Shape and Polymorph Self. This may be done once per day at 13th level. The witch may only change shape to a natural animal that is within one size category of her normal size. So a Medium sized witch may only change to a Small, Medium or Large animal. The number of times the witch may do this per day increases with every other level. So 2 times per day at 15th, 3 times per day at 17th and 4 times per day at 19th. The witch may opt to sacrifice one of these times to go outside of her normal range of sizes. So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shape shifts per day). Greater: 19th Level: Charge of the Goddess. The Amazon witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself. The witch radiates an aura of Fear at 15’ to


Liber Mysterium: Traditions all her enemies. She gains a bonus of +3 to all her saves and AC. She also gains +2 to all offensive attack forms, spells or weapons. This charge lasts for a number of rounds equal to the witch’s Wisdom or Charisma score, which ever is better. It may be performed once per day and takes one full action to perform.

Chovihani Description: The wandering gypsies of the world have often been believed to be consorting with dark powers, fell magics or witchcraft. While this is untrue for nearly all gypsies there is the gypsy witch, also known as Chovihani. The Chovihani consort with both dark and light powers. Their travels expose them to many forms of magic, belief and worship. It is possible that the witches of the Chovihani tradition are only one type of Family tradition; both traditions do share similarities. Witches tend to run in families and family is the most important part of life. But it is the differences that really set these two apart. It is believed by some that witches of the Chovihani tradition can trace their magical practices all the way back to the magi of ancient Egypt. There is no outside confirmation of this, and the Chovihanies themselves are less than forthcoming with the information. Gypsies tend to be aloof, almost xenophobic, and the witches of their tribes are more so. A Chovihani witch is always given great respect by the other members of the tribe and normally feared by those outside of it. She may not necessarily be the leader of the tribe, but she will be among its most powerful individuals. Typically a tribe may have one high (above 10th) level witch and two or three lesser witches as novices. The high-level witch will almost certainly be very old, while the novices may be anywhere from youth to late adulthood. Many times the old witch may adopt an orphaned child and raise her as her own and as a witch. Because of this it has become a saying in many countries that Gypsies or witches steal small children. Chovihani witches revere Bibi, the Goddess of Night. Other Gods in the Chovihani belief system are, Del, the supreme God/Goddess, Beng, the God of Evil and Alako, the God of the Moon and the son of Del. Also, the witch is likely to keep all her secrets to herself. Humans fill the ranks of this tradition almost to the exclusivity of all other races. There are a few elves, half-elves or halflings in some extremely rare cases. Elves and halflings often have their own racial viewpoints on the tradition, but they are essentially the same. Dwarves and half-orcs are almost non-existent in this Tradition. Role: The witches of the Chovihani Tradition are as rare as Faerie witches. Found only with Gypsy tribes, these witches should inspire mystery and even a little fear. While they tend to be neutral in alignment, they motives are often their own and may not involve the best intentions of the player characters. Chovihani witches can also work well as the “misunderstood protagonist”, not evil, but perceived so by others. A player character Chovihani witch might be adventuring away from her Gypsy tribe for various reasons. A PC

Special Benefits: None. Special Restrictions: Only women may join this tradition. Equipment: None required. Amazon witches are more likely to use martial weapons, such as a longbow or spear, than any other Tradition. The ritual tool of the Amazon witch is the cauldron (representing the Goddess). If adventuring, the witch can or will use a staff, which can double as a weapon. Both items may also be used for more mundane purposes. Coven Domains: Animal, Plant, Sun Preferred/Barred Covens: This Tradition is suited mostly to all Amazon covens. Amazon Witches will join covens with other Traditions, but the coven must be exclusively female. Relationship to the Goddess/Patron: Diana is the protector and guardian of the Amazon witches; they are Her children and heirs to Her world. Source/Views of Magic: Magic comes from the powers of Creation. As the bearers of children, only women can be true receptacles of creative forces. Men can only destroy or pervert this pure and sacred power. White/Black Magic: As most other witches, this distinction is not made. Most Amazon witches in fact resent that anyone should pass outside judgment on whether the magic they do is either “black” or “white”. Magic is pure, only humans can be good or evil. Wealth: Amazon witches start with the amount of wealth allotted to any witch. Other: Amazon witches generally get along well enough with other traditions, in particular Classical and Craft of the Wise. The Amazon’s views on male witches usually leads to the Amazon being seen with distrust by the other traditions. Amazon witches do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They view priests and paladins as patriarchal tyrants. They do not trust wizards or sorcerers. Amazon witches tend to multiclass most into ranger or even barbarians. They are also not, as a general rule, interested in prestige classes. Hermetics tend to be a bit too urbane and male dominated and Warlocks are completely anathema to Amazons. Many Amazon witches are willing to become Witch Knights or Witch Guardians, classes they see with favor. Amazons will always burn the body of a deceased witch as a proper funeral. It is also common that the coven will burn the witch’s Book of Shadows with the body.


Liber Mysterium: Traditions Chovihani witch might even be the offspring of a lone Chovihani witch and now she adventures to find her mother’s (or grandmother’s) family. Typical roles for the Chovihani witch are fortunetellers, midwives, herbalist, and sages of the tribe. If a midwife is required Chovihani witches of good alignments will almost always give aid, despite their tribe’s fear of strangers. Joining this Tradition: The only way to join the Chovihani tradition is to be born into it, the witch must be a Chovihani or have a parent, particularly a mother, who was. Plus, the vast majority of these witches tend to be female (another major difference from the Family Tradition, which tends to be split equally between the sexes). This comes from the basic belief that only females have the mind necessary to understand and practice magic. Leaving this Tradition: If the only way into this tradition is to born into it, often the only way out is death. Though another way out is simply stop being a Chovihani. When a Chovihani witch no longer travels, she begins to loose her powers. Occult powers are lost first, then spells. The witch would have to actually “settle down” to have this occur, brief periods of rest do not count. Skills & Feats: Survival and Perform are class skills for the Chovihani witch. Required: None required. Suggested: The life of the Gypsy is a hard one and many skills are needed just to survive. The Chovihani witch should choose at least on skill related to outdoor survival, at least one performance skill and as many divination skills as she can. Perform (Fortune Telling) is considered to be the means in which the Chovihani witch communes with her patron. One or more knowledge skills related to the chosen skills.

Medial: 13th Level: Visage of Another. At 13th level the witch may disguise herself, as per the Druid power A Thousand Faces. Greater: 19th Level: Evil Eye. Once per day, the witch can place on one subject the combined effects of the reverse of Aid (2nd Level Cleric spell), Bestow Curse (3rd Level Cleric spell) and Circle of Doom (5th Level Cleric spell, target only). The total benefits are -4 to attack, -4 to saves vs. Fear, -6 to any ability, 19+1d8 damage to hit points. This lasts a number of hours equal to the witch’s level. Or, this curse may take the form of a -1 to any one roll (chosen by the GM) every day for the recipient’s life. A witch cannot cast this spell on herself, nor can the recipient receive any more Witch’s Curses. A Remove Curse spell will fix this as will a properly used Witch’s Blessing. Special Benefits: The Chovihani witch is usually a very well respected member of her tribe and thus will have means to obtain help if necessary. The GM needs to decide how well the witch is regarded by her tribe (a function of Charisma and level) and who might help her. Typically any Chovihani witch traveling with her tribe can at the very least call upon the aid of a male Gypsy fighter of equal level. Special Restrictions: To maintain the above benefit, the witch must stay on good terms with her tribe and be with them. A witch traveling alone does not gain this benefit. Plus, given the nature of superstition and distrust that surrounds both Chovihanies and witches, the Chovihani witch is treated as if her Charisma score was lower by 2 (-2 penalty) against those who know her true nature. This is for NPCs only. Equipment: Often the witch will get a ritual tool as a gift that had belonged to a deceased family member. Additionally, the Chovihani witch will have one or more divine devices; Tarot Cards and Crystal Balls (mundane or magical) are the most common. Coven Domains: Luck, Trickery, Travel Preferred/Barred Covens: This tradition is so closely tied to its tribe and coven that it is often difficult to separate the three. The leaders of the coven are often the oldest and most powerful witches in the tribe. Generally only one coven per tribe exists with typically three to four members.

Occult Powers Minor: 7th Level: Undetectable Presence. At th 7 level the witch gains the ability to pass through any terrain undetected. This extends to her caravan, up to 20 members plus her level. This functions as the druid spell Pass without a Trace, save that magical means will also not reveal that the witch has passed by.


Liber Mysterium: Traditions the vast majority of them avoid multiclassing. The same can be said for prestige classes. Evil Chovihani witches may opt to be Warlocks. Despite similar philosophies on the origins of their magic, Chovihani witches are never found among the ranks of the Hermetic Mages, mostly due to the Hermetic mages’ more urbane locales.

Relationship to the Goddess/Patron: Chovihani witches are very private about their religious practices. Unlike other witches who gather in covens for celebrations and sabbats, the Chovihani witch relies on her use of her divine powers and tools to commune with her patrons. Source/Views of Magic: Magic is a force of the World. Only by traveling the world can one understand magic. Wizards who stay rooted in one place become complacent and stagnant, they never learn the full nature of magic, only their own local variety. Often the witch will “dress-up” simpler magic or herbal remedies to seem more mysterious than they are. As with most witches, often her best defense is a strong sense of superstition in her enemies and friends alike. The Gypsy witch is likely to keep all her secrets to herself. Wealth: Chovihani witches start with the normal amount of wealth allotted to any witch. Many supplement their wealth by performing “fortune telling” for paying crowds. These divinations may or may not be accurate, and many are based on “cold reading” (see Perform, Fortune Telling skill) of the customer. Other: Chovihani witches get along with other traditions as long as the interaction is kept to a minimum. The respect both the Craft of the Wise and the Faerie, but feel their claims of being the first witches are erroneous when the Chovihani have an oral tradition that goes back for thousands of years as well. Chovihani witches get along very well with Lorelei witches. Both appreciate the other’s independence and worldview. Additionally, Lorelei witches are always welcome in Chovihani camps, for they love song and dance. The Gnomish Benandanti, or Good Walker, is also an oddly welcomed guest to many Chovihani witches. The Chovihani witch finds a kindred and an accepting spirit in the Gnomish Benandanti. What the Chovihani witches like best about these two groups is that neither will remain with the Chovihani tribe for very long. Chovihani tribes have their own fair share of bards, fighters and rangers and the witches of the tribes seem them as an integral part of the tribe’s makeup. Thieves are also found, but in less numbers than the Chovihanies have been blamed for. Clerics, Paladins and druids are rare, but for different reasons. The Chovihani witch fails to see the need for organized religion and the wanderings of the tribe often take them far beyond the druid-protected groves. Wizards are also somewhat rare, as Chovihani tend not to have access to formal training centers of magic or the ability to lug around extensive libraries and magical paraphernalia. Sorcerers are far more common. Chovihanies have encountered Barbarians in their travels and have learned to respect their territories or stay away. Barbarians typically react as if all Chovihanies were spellcasters. Chovihani witches will sometimes multiclass as rogues when it seems convenient for them to do so, but

Classical Description: The word Pagan, comes from the Latin paganus meaning “country dweller”. Witches of the classic traditions are people who, through birth, choice or some other means, revert to the religion of their ancestors, the “old ways”, or Pagan. These types of witches are known worldwide and may be one of the most common types of witch. This is because there is no single Classic Tradition, but many sub-traditions that have some similarities. The witches of the various sub-traditions of Classical witchcraft are known by many names, and each have their own sets of rules, powers, skills and feats. Classical witches are however linked by common cause, often against another, more oppressive and organized religious front, by birth or upbringing, or by a desire for a simpler time and means of communion with the divine. Any race can become a member of the Classic traditions, and some races even have their own varieties. Role: Classical witches come in many different types. The key element that separates one sub-tradition from another is geography. Generally you will not find two Classical sub-traditions within the same geographical area. Some of the most common Classical sub-traditions are: • Astaru: The pagan beliefs of the Norse. Found in Norway, Sweden, Iceland and the northern tip of Denmark. 1,000 years old or more. • Benandanti: Mostly good witches from the central and southern portions of Italy. Contrasted with the Stregheria below. Also used to describe gnome witches. • Celtic: found in Ireland and Scotland. These witches most resemble druids. • Greek: The ancient Greeks had many religious practices that resembled those of Witchcraft. The Priestesses of Artemis or Hesta are two examples. The Bacche, followers of the God of Wine, Bacchus, are another. It is also believed the Cult of Diana (Amazons) grew from this Tradition. • Pictish: A Classic Tradition similar to the Scottish Celts, but on the western side of the country and up into Wales. Possibly an older form of the Scottish Celt Tradition.


Liber Mysterium: Traditions • • •

Occult Powers: Minor: 7th Level: Of the Land. Once per day, the Classical Witch can invoke a rite that conceals herself and 1 other person per 2 witch levels from view. This functions as per the spell Mind Obscure, but affects all humanoids. Medial: 13th Level: Visage of Another. The Classical Witch can use the Druid ability, Thousand Faces as per the spell Alter Self once per day. That is they can change their appearance and then back to their own. Greater: 19th Level: Witch’s Blessing. The witch can place on one subject (or herself) the combined effects of Aid (2nd Level Cleric spell), Remove Curse (3rd Level Cleric spell) and Healing Circle (5th Level Cleric spell, target only). The total benefits are +4 to attack, +4 to saves vs. Fear, +6 to any ability, 19+1d8 additional temporary hit points and heals all but 1d8 hit points. This lasts a number of hours equal to the witch’s level. The Classical Witch can use this ability once per day as a standard action. Special Benefits: None, other than the free skill above. Special Restrictions: Because of their simple upbringing the classical witch is often believed to be uncouth or even stupid. Any reaction rolls with another member of the same race suffer a -2 penalty. Equipment: None required. The ritual tool of the Classical witch is the cauldron (representing the Goddess) and staff (the masculine tool of the God). If adventuring, the witch can or will use a staff that doubles as a weapon. Both the staff and cauldron may also be used for mundane purposes. Coven Domains: Any, Fertility Preferred/Barred Covens: This tradition is suited to all covens. Relationship to the Goddess/Patron: These will very by sub-tradition. Often the God and Goddess are referred to as the “Old Ones” or the “Elder Gods” Source/Views of Magic: For the Classical witch magic is part of the natural world. It is part of the land. Only by living near the land can one hope to harness the power of magic. These witches also believe in “Ley Lines” or veins and arteries of raw magical essence flowing through the land, ocean and sky.

Saxon: The Tradition of England after the Saxon invasions. Blends many of the ideas of Celtic and Astaru Tradition. Sortilega: Diviners originally from Greece who then moved into Italy. Stregheria: Also known as Strix, or Strega, these are witches from northern Italy. They are sometimes identified with the vampire or Lamia. Teutonic: Witches of ancient Germany. Similar in practice to the Astaru Tradition, but with a darker tone.

There are other sub-traditions and the GM is encouraged to define their own for use in your current game world. Joining this Tradition: Initiates usually join as children or young adults if they live in the area where the Tradition is practiced. Others may join the Tradition by leaving their old faith behind. The Classical Traditions have the most in common with Family or Craft of the Wise Traditions, but for the Classical Witch, witchcraft is seen as a way of life. Classical Witches usually meet as a part of larger gatherings during specific solar events, such as the Equinoxes and Solstices, but also during the “cross-quarter” days. These celebrations are conceded to be highly religious holidays that all locals may attend. Leaving this Tradition: The rare Classic witch that denounces her teachings finds she is in no grave peril from nor shunned by her community. She has however lost all of her powers. To regain them usually requires an act of atonement. Once performed, the witch may continue, but any levels gained while she was a nonwitch are lost. Skills & Feats: Classical Witches have one additional Knowledge Skill as a class skill. A Classical Witch also begins with a +2 bonus to a Craft Skill or Profession Skill related to a rural environment, such as Farming, Fishing, Herbalism, or Weaving.


Liber Mysterium: Traditions old, wizened and frail, as would a venerable member of their race. In game terms, any witch belonging to the Craft of the Wise has their physical appearance fixed according to the aspect of the Goddess or God he or she focuses on, despite their actual age.

Wealth: Classical witches start with the normal amount of wealth allotted to a witch. But the GM may choose to round it down by a significant factor. Other: Classical witches generally get along well with most classes and other traditions, in particular Druids. Classical witches however do not get along well with clerics of any type, even if they have the same alignment and similar world outlook. They do not trust wizards, but get along fine with sorcerers. Classical witches tend not to multi-class, but those who do often find it beneficial to become rangers. They are also not, as a general rule, interested in prestige classes. Hermetics tend to be a bit too urbane and most Warlocks go against everything the Classical witch was taught. There are always the odd witch who becomes a Witch Knight or even some other class. In any case, as with most witches, the Classical witch is a witch first and a something else second.

Table 2-1: Craft Witch Physical Appearance Aspect of the Patron Apparent Age Maiden, Lad (Child, Summer Young Adult Lord, Hunter) Mother, Father (Provider, Middle Age Winter Lord) Crone, Elder (Sage) Venerable Age Almost all Crones are human. Elven Crones of the Craft of the Wise are very rare, mostly because elves have no “crones” as such, as their physical appearance and health do not change significantly with age. A few Crones are dwarven or halfling, and quite a few are gnomes. Of the savage humanoids, orcs have a significant number of Craft Witches among them. Witches of the Craft of the Wise are almost exclusively female -- only about 1 in 10 witches or fewer of this Tradition are male Craft witches typically see themselves as the first Tradition and presume that all the other Traditions are derived from them. They see all of the Traditions as their daughters, even the Malefic Traditions. While this typically does not create friction between the Traditions, it has created a rivalry between the Craft witches and the Faerie witches. Faerie witches also believe that they were first and arose independent of the Craft witches. A Craft witch will honor a witch from another Tradition as her own sister. Goddess-worshipping Craft Witches tend to have the best relationships with the witches of the Amazon and Classical Traditions (and vice versa), as Amazons are close to the Maiden aspect of the Goddess, and Classical witches closely resemble the Mother aspect. Role: As almost everything else connected with the Craft of the Wise, their role in the world is cloaked in a veil of mystery. This tradition mostly operates in secrecy. Craft witches get along very well with almost any other tradition, and could, theoretically, be encountered in covens with members of various other traditions. Oftentimes they will serve as councilors and advisors, but, in such mixed covens, will rarely be leaders themselves. Most crones are well aware of the values of subtlety and patience, and prefer to be the “powers behind the throne”. Joining this Tradition: To become a member of the Craft of the Wise, a sponsor who is also a member of the Craft of the Wise must initiate the aspiring witch. Following the preparation time, which varies from coven

Craft of the Wise Description: The Craft of the Wise is one of the oldest, most primeval witch Traditions. The most well known members of the Craft Tradition are the stereotypical hag-witches of myth and legend, oftentimes called “crones” (but rarely, if ever, in front of one), but these aren’t by any means the only representatives of the Tradition. Members of the Craft of the Wise dedicate themselves to one aspect of the Goddess or God, becoming a mortal manifestation of their chosen aspect of their Patron. The three aspects of the Goddess are the Maiden, the Mother, and the Crone. The aspects of the God are various, and not as universally accepted as those of the Goddess. Most common are the Summer Lord and the Winter Lord; some teachings, however, see the aspects of the God as the Child (sometimes also known as the Lad), the Father, and the Elder (sometimes known as the Sage). In all instances focus on the Elder/Sage aspect of the God is extremely rare, and newer teachings merge the Summer Lord and the Child into the aspect of “the Hunter,” and the Winter Lord and the Father into “the Provider” aspect. Due to the strong connection between the witch and the chosen aspect of her Patron, members of the Craft always take on the physical appearance of their chosen aspect of the Goddess or God. Thus, witches focusing on the Maiden or Child (Lad, Summer Lord, or Hunter) aspects look like the healthy and strong members of their race who have just entered adulthood. Those focusing on the Mother or Father (the Winter Lord or Provider) have the appearance of a member of their race just entering middle age. Finally, those who chose Crone or Elder (Sage) aspects appear physically


Liber Mysterium: Traditions to coven and from witch to witch, the initiate partakes in a ritual led by her sponsor. This ceremony may be a small and private one with just the initiate and her sponsor, or an elaborate affair with the whole coven included. If the aspect of the Patron the witch focuses on grants the witch appearance of a different stage in life, the new Craft witch will appear to age rapidly during the course of several weeks (2d4) after the ceremony until she attains the appearance of her Patron. In some cases, penalties due her age apply (reductions to Strength, Dexterity and Constitution) even while the witch seems to revert to a more youthful era. In any case, her family and friends will react adversely to this change (all charisma checks at -2). Leaving this Tradition: While it is possible to leave the Craft of the Wise, the penalties for doing so are grave. When a witch leaves this tradition, her actual age immediately catches up with her. All of the penalties due for her age would apply (reductions to Strength, Dexterity and Constitution). Skills & Feats: Craft of the Wise receive all knowledge skills as class skills. Recommended Skills: • Maiden: Perform, Heal • Mother: Heal, Profession (any) • Crone: Knowledge (any), Scry • Child (Hunter, Summer Lord): Wilderness Lore, Craft (any) • Father (Provide, Winter Lord): Craft (any), Profession (any) • Elder (Sage): Knowledge (any), Special Benefits: A witch belonging to the Craft of the Wise doesn’t suffer ability penalties for aging and cannot be magically aged. Any penalties she may have already suffered (if, for example, she multi-classed to witch after aging enough to receive the penalty), however, remain in place. Bonuses still accrue, and the crone still dies of old age when her time is up. Occult Powers: At 7th, 13th and 19th level a Craft witch can choose one of the occult powers from the list below. Ability Bonus: A witch can add a +2 bonus to an ability of her choice. This ability can be chosen more than once, and the bonuses are cumulative with any other increases in ability scores. Bonus Feat: A witch can choose any one feat and add it to her list, provided she meets the requirements for the feat (if any). Vigor: A witch gains bonus hit points equal to her level. These are normal hit points (not temporary ones), treated as if they were gained by standard level advancement. Charm: A witch gains the spell-like ability to cast charm person spell as a sorcerer of her level. The

ability is used three times per day. This ability can be chose more than once, and each time it is taken it increases the number of times it can be used by three. Witch’s Insight: The witch can choose any two spells from the following list that she may cast at will as a spell-like ability: detect chaos, detect evil, detect good, detect law, detect magic, detect poison, or read magic. This ability can be chosen more than once, but each time it is taken it must be used on a different spell. For purposes of DC and other parts of the spell affected by level, use the witch’s current level. Craft Lore: A witch gains a +4 bonus to a skill of her choice. The skill chosen must be a class skill. The bonus stacks with any other applicable bonuses. This ability can be chosen more than once, but each time it is chosen, it must apply to a different skill. Special: None Special Restrictions: The members of the Craft of the Wise can be of any alignment. Maidens gravitate towards chaos and good, Mothers lean towards neutral and good, and Crones tend towards neutral, as their roles of advisors often requires, and a fair portion are good. Equipment: Maidens usually carry a dagger or a wand. Crones are often seen with a staff (or cane of wood); this staff is used not only for mundane walking purposes but also as a spell focus. Some Mothers prefer daggers and wands, while other favor staves. The Child and Hunters favor daggers and sometimes dirks. Elders, like Crones, tend to carry staves. Craft witches may use a sword for ritual purposes, but not typically as a weapon in combat. Coven Domains: Knowledge, Magic, Law (See Preferred/Barred Covens) Preferred/Barred Covens: Craft witches can have Patrons of almost any aspects. In their philosophy, Craft witches believe in the Cycle of Life, and anything that can be considered a part of the Cycle is a viable option for them. Each group in the Craft usually takes Patrons appropriate to the aspect they focus on. As to domains, Maidens favor Healing Luck and Trickery domains; Mothers favor Healing, Protection, and Magic; and Crones favor Knowledge, Magic, and Death. Domains common to all aspects include Animal, Plant, Air, Earth, Fire and Water. Crones never choose Patrons dealing with undeath, which is seen as an abomination in the Cycle of Life, Death and Rebirth. Relationship to the Goddess/Patron: Craft witches consider themselves to be a mortal manifestation of their Patrons aspect. They acknowledge other aspects of both Goddess and God, but do not worship them actively. Source/Views of Magic: Members of the Craft of the Wise believe all magic comes form the Cycle of Life


Liber Mysterium: Traditions Traditions: they follow their own path to their Patrons. Eclectic covens tend to have a hodge-podge of ideas, myths and ceremonies; They tend to resemble a group of Solitaries that have agreed or compromised on some practices, though it is immediately obvious there is more to the coven than that. A full coven of Eclectics can be as few as three or four, or as many as twenty witches. Generally there is no recognized leader and all have a say in duties. Nearly all Eclectic witches are human. The other races tend to gravitate towards one of their own racial Traditions of magic and witchcraft. Nearly all Eclectics (80-90%) are female, though why this is has not been explained, and the Eclectics themselves are not giving up any of their secrets (if they even know). In general, and usually on a one-to-one basis, the Eclectic witch gets along well enough with most other types of witches. Role: Eclectics are nearly unique in that they serve no unique role. Many members of the Craft of the Wise speculate that the Eclectics are here to serve those who feel outside of everything, even the comfort of a supportive coven. Eclectic can be found in other Tradition based covens, but most tend to be solitaries. Joining this Tradition: To become an Eclectic witch, one merely needs to start practicing and make claims to be an “Eclectic witch”. There are no formal ceremonies, no initiations into family secrets. Usually a witch knows she is an eclectic witch when she hears the Call. Often they may have been practicing as a witch before that. The Eclectic witch will celebrate any of the other holidays and sabbats the other traditions do. Only within individual covens or as Solitaries will an Eclectic witch determine if one holiday has more importance than another. Leaving this Tradition: Of all the witch Traditions, leaving the Eclectic is the easiest. One simply has to stop considering herself an Eclectic witch. Often times an Eclectic witch will be accepted in another coven with a more formal Tradition. The Eclectic can alter her own beliefs to fit this new coven as she wishes. In other ways, this Tradition is also the hardest to leave. When one is known to be a former Eclectic witch and attempts to join a more mainstream Tradition (or even another religion), their former status may continue to haunt them. If this is the case, the former Eclectic will always be treated as having a penalty on CHA checks of -1 when dealing with her new Tradition, coven or religion. This penalty can persist for up to a year. Skills & Feats: Eclectic Witches come from such unique background, they may choose a single crossclass skill as a class skill upon creation. Occult Powers: The Eclectic witch is free to choose any Occult Power for the appropriate power level

On Samhain, witches of the Craft of the Wise gather to honor the New Year and the coming of winter, the conclusion of the old year’s cycle, and the beginning of a new one. These celebrations are known as “the Dying of the Light” and they tend to be a bit somber. The ceremonies enacted vary by coven, but always include a huge feast the morning after. The feasts tend to be more light-hearted with conversation and food flowing freely. This is the one time where the witches will invite non-craft family members and other cowans (non-witches) to join them. Members of this Tradition will also invite members of other Traditions. Craft witches view undead and undeath as an anathema, an abomination of the natural laws and an interruption of the cycle of life-death and rebirth. They hold those that traffic in undead with disgust and contempt. White/Black Magic: As with most other witches, this distinction is not made. But crones would typically cast what is known as “white” magic, though they make no distinctions between white and black magic themselves. Wealth: Standard Other: Craft of the Wise devote so much of their time and energy to being witches that they usually do not have the time to multiclass. Those who do will often choose a prestige class such as the Hermetic to further their own knowledge. Craft Witches tend to get along well with all other witches, even when their alignments are vastly different. They respect monks and wizards for their devotions to their respective crafts, but feel that sorcerers squander their divine gifts. If the Craft witches hate any one class in particular it would be Warlocks. To the Craft witches, a Warlock is a perversion of everything they hold sacred and true.

Eclectic Witch Description: Eclectic witches are either a new Tradition or not a Tradition at all. They take elements from various Traditions, classes and even other religions to form their own path. The members of this Tradition are often looked down upon by other Traditions as being amateurs, pretenders or not even being witches. They have even been accused of simply being kids playing at witchcraft. The Eclectics react to these accusations with the same amount of indifference that often pushed them away from their area’s mainstream religion and towards one another. Eclectics tend to be Solitaries, but this is not always so. In fact, it is generally dangerous to assume anything about this Tradition. They can be like or unlike nearly every other type of witch, but yet retain the one thing that makes them the most honest of all the witch


Liber Mysterium: Traditions from another Tradition. The occult power needs to be consistent with the witch’s background. Special Benefits: None Restrictions: None. Equipment: Eclectics are fond of ritual tools and will normally have two or three different ones on them at a time. The preferred ritual tools are totally based on decisions of the player, though they are not limited to common ritual tools. Even so, the Athame tends to be the most popular. Coven Domains: Any Preferred/Barred Covens: None. Eclectics tend to be solitaries more so than other tradition. Relationship to the Goddess/Patron: Eclectics believe they have the closest relationship possible with their patrons. Whether or not this is true is unknown, but it is rare that an eclectic will go against her patron’s wishes. Source/Views of Magic: Eclectics view magic as a very personal thing. They can do magic because they will it and because of who they are. White/Black Magic: As with most other witches, this distinction is not made. Eclectics though are most likely to use this distinction because their normal surroundings include more mundane people and cowans (non witches) than witches. Wealth: Standard Other: Any Eclectic witch is free to multiclass as she sees fit. Because of their mostly solitary nature, this class is attracted to other classes of a solitary nature such as the bard and sorcerer. A sorcerer/Eclectic is a common combination. Eclectics have little to no time or patience with clerics, monks, wizards or anyone that seems too regimented. Naturally the alignment of preference for many Eclectics is chaotic.

do since neither can be found in purely sylvan settings. There is too much of a bias against half-orcs for them to become Faerie witches. Role: Faerie witches spend much of their time conversing with the local fey. They take good care of the plants and animals near their home, building large gardens of flowers and vines in the surrounding area. As a witch their chief concerns are brewing helpful potions, studying the ways of nature, and using their divination magic to watch the forest area they protect. Faerie witches easily form alliances with rangers and druids living in the same area. They will often inform these allies of local happenings and sometimes offer their magical services to them. Joining this Tradition: Faerie Witches join their coven through various means. One common way is when a small child becomes lost in the wilderness, and an existing Faerie Witch finds the child. The Faerie Witch may then receive a vision from her patron to teach the Faerie Witch the traditions. Other times, a person may become divinely inspired, and attempt to seek out an existing Faerie Witch to train under. On the Vernal Equinox, Faerie witch covens gather to celebrate the beginning of Spring. These celebrations vary by coven, but usually are extremely joyous gatherings. On the Autumnal Equinox, the Faerie witch covens are much more serious and gather to prepare for the oncoming winter. Leaving this Tradition: A Faerie Witch who ceases to revere and respect their homeland, or betray the trust of the local fey will lose their powers, until an Atonement spell is cast. Skills & Feats: Faerie Witches receive Knowledge Nature and Survival as Class Skills. Animal Empathy is a Cross Class skill, instead of restricted (Core Rulebook I, version 3.0 only). Occult Powers: At 7th level, choose a type of fey from the table below. The Faerie Witch can assume another form once per day that lasts one minute per witch level. In that form, they receive the lesser power associated. At 13th level, they get a new fey form which they receive the lesser power, and their previous one grants both the lesser and medial power. At 19th, their first fey form allows the Faerie witch to polymorph into the fey and receive all powers that the type of fey normally would have. Their second form grants lesser and medial power, and they receive one new form that grants the lesser power. Typically the witch chooses a form that is complementary to her beliefs and surroundings. Male witches will almost always choose the Satyr form. Any complete form transformation from the Greater Occult Power grants all special abilities that fey race would normally have, including spell like abilities and physical stat (STR, DEX, CON) adjustments (but not INT, WIS CHA).

Faerie Tradition Description: Faerie witches appear to be living in solitude, usually in a sylvan setting. In reality, they often live in large communities of fey, serving as an ambassador to travelers moving through the area. Faerie witches are usually very attractive women, who have a very unnatural aura about them. Sometimes they will change their appearance to that of an old woman to trick passers-by. The Faerie witch’s clothing varies from witch to witch. Some of them choose to dress down, and others dress with a flair for the bizarre. Their homes appear welcoming, but also very unnatural in the forest setting. The homes are typically well kept with splendid gardens outside. Faerie witches are usually elven or half elven, since elves are native to the same geographical locations as the Faerie tradition. Humans and gnomes can also become Faerie witches, but halflings and dwarves seldom


Liber Mysterium: Traditions Medial: 13th Level: The witch shrinks a whole size category. She receives a bonus to her Pick Pockets skill equal to her Faerie Witch level, and can use the skill even if she has no ranks. Greater: 19th Level: The witch can completely turn into a Leprechaun, and gains all special abilities a Leprechaun would normally have.

Butterfae Minor: 7th Level: The witch glows slightly, shrinks one size category, and sprouts vestigial gossamer wings. The witch does gain a +4 bonus to handle animal checks, and can use the wings to negate falling damage. Medial: 13th Level: The witch shrinks two size categories, and can use the gossamer wings to fly at her base movement rate with Good Maneuverability. Greater: 19th Level: The greater power of the Butterfae is not a transformation, but instead, the witch is accompanied by 2d3 adult butterfae at all times. These butterfae do their best to protect the witch. If all butterfae are killed, no more can be regained for 1 year. A witch can also choose to absorb the damage a Butterfae receives as per the spell Shield Other.

Nixie Minor: 7th Level: The witch develops gills just under her chin. With these, she is able to breathe under water. Medial: 13th Level: The witch’s eyes and ears become wider and sharper. With these, she gains a +6 bonus to listen and spot checks. Greater: 19th Level: The witch can completely turn into a Nixie, and gains all special abilities a nixie would normally have.

Dryad Minor: 7th Level: The witch’s hair turns to an autumn color. In this form she can speak with plants at will. Medial: 13th Level: The witch’s skin turns to a light green color. She can dimensional door once while in this form. Greater: 19th Level: The witch can completely turn into a Dryad (which includes changing sex, if the witch is male). In this form, the witch is not bound to a tree as a dryad normally would be.

Nymph (any sub type)

Minor: 7th Level: The physical appearance of the witch is improved: hair is brushed, skin is smoothed over, etc. In this form the witch gains a +4 bonus to charisma based skill checks. Medial: 13th Level: The witch generally appears fit. A single time in this form, the witch can use the Nymphs Blinding Beauty ability, as it is listed in Core Rulebook III. Greater: 19th Level: The witch can completely turn into a Nymph (which includes changing sex, if the witch is male), and gains all special abilities a Nymph would normally have.

Grig Minor: 7th Level: The witch sprouts antennae. In this form she is granted a +6 to listen skill checks. Medial: 13th Level: The witch decreases one size category, and gains a +6 to her reflex save (along with the +1 bonus to armor class and to hit for being smaller) Greater: 19th Level: The witch can completely turn into a grig, and gains all special abilities a grig would normally have.

Pixie Minor: 7th Level: The witch’s hair radiates a slight hue of an odd color (blue, purple, etc.) and her ears become pointed. Once while in this form, the witch can become Invisible as per the spell. Medial: 13th Level: In this form, the witch sprouts gossamer wings. These do not allow the witch to fly, but she can turn Invisible at will in this form.

Leprechaun (any subtype) Minor: 7th Level: The witch shrinks a little bit (but does not become size small). In this form, she gains a +6 bonus to Listen Checks.


Liber Mysterium: Traditions Greater: 19th Level: The witch can completely turn into a Pixie, and gains all special abilities a Pixie would normally have.

gardens, which may give the appearance of wealth, but more often than not Faerie Witches will have little to no money in their homes. Other: Faerie Witches multi-class best with the ranger. The rogue is also a good choice for her ability to move silently through the forest and hide among its greenery. The extremely rare Witch/Druid combination is most likely to be found among faerie witches. Typically Faerie witches do not take a prestige class, they devote their time and energies to be witches, first and foremost.

Satyr Minor: 7th Level: In this form, the witch grows a set of goat horns, which can be used as an extra melee attack, dealing 1d6 bludgeoning damage. This does not count as an off hand attack. Medial: 13th Level: The witch’s legs bend backwards, like a goat’s. In this form, the witch adds +15 to her base speed. Greater: 19th Level: The witch can completely turn into a Satyr (which includes changing sex, if the witch is female), and gains all special abilities a Satyr would normally have.

Family Tradition Description: The witches of the Family Traditions are among the most diverse of the witch traditions; but the thing that unites them all is a strong sense of tradition and family. The members of Family Tradition all learn their witchcraft the same way, from an older family member, usually a parent or grandparent (who also learned it the same way). Old witch families can track their ancestors as having been witches for dozens of generations. What each Family Tradition does with their witchcraft differs from family to family. Not every family member has the potential to be a witch. Children are often observed for years for signs of magical potential. Often the Call is heard not only by the prospective witch, but by the teacher as well. Humans fill the ranks of this tradition, followed by elves, half-elves and halflings. Elves and halflings often have their own racial viewpoints on the tradition, but they are essentially the same. dwarves and Half-orcs are non-existent in this tradition. Role: Strange and mysterious families, especially those in power, often attract attention and rumor. Some of these families are mundane, and their peculiarities are those of any other, but some others have deeper secrets. Some of these families are involved in generations old practices of witchcraft. To the members of these families there is no difference in being in the family or being a witch. Family traditions exist because at one time it was more advantageous to keep powerful witches within the bloodline, or because of the feelings of the time, it was wise to trust only your own family. Often the tradition is an oral one, or very little of it is actually written down, thus the rules, laws and even motives of the tradition can change with the passing of the generations. Witches of the Family Tradition also believe that the strongest magical potential is handed down from one generation to the next along family lines. For them, blood is more important than the Call. Joining this Tradition: Generally the only way to join the Family Tradition is to be born into a family of

Other Fey Races Other Fey races maybe chosen if the GM sees fit to include them. Stories and mythology are full of various Fey races such as Brownies (and Bwbachods and Fenoderee), Dame Vertes (Wind Nymphs) Hamadryads (Dryads of Rowan and Willow trees), Naiads, Nereids, Rusalkas, and Sirens (all Water Nymphs). Use the closest type above for these other types. Special Benefits: Faerie witches often have many allies in Sylvan settings. Her ability to speak with the other fey races is often very helpful. Special Restrictions: Faerie Witches may not be of an evil alignment. They tend to lead toward neutral good, but no other alignment restrictions are clearly drawn. Equipment: The traditional tool of this tradition is the wand. The wand is often made from branch from the oldest tree in the Faerie witch’s forest. Coven Domains: Animal, Chaos, Good, Plant, Sun Preferred/Barred Covens: Faerie witches tend to be a bit xenophobic, as such most covens that a faerie witch will belong to are made up of other faerie witches. Relationship to the Goddess/Patron: The Faerie witch views the goddess as nature itself. As a Faerie witch takes care of the plants and animals around them, they are paying respect to the goddess. Source/Views of Magic: Like most witches, the Faerie Witch views her magic as a manifestation of the Goddess. The source of her magic is the great forest. This obviously puts them on good terms with druids, who view their magic in a similar light. White/Black Magic: As with most witches, Faerie witches do not make this distinction. In addition they tend to ignore or dismiss those that do. Wealth: Faerie Witches tend not to hoard much wealth. However, their homes are well kept, and some are ornamented with works of art. The yards of the Faerie witches’ homes are usually filled with lavish


Liber Mysterium: Traditions In addition, once per day, a Family witch can attempt to Gate 1d3+1 Family witches of lesser level than her family with a 35% chance of success. Roll 1d20 to determine the level of each witch gated. Gated witches stay for 10 minutes per caster level or until released, then they return to where they were. Another Family witch could summon a Family witch the same way once reaching 3rd level. GM’s must carefully judge this.

witches. Even marring into this family is no guarantee that one could become a witch. If the family is powerful then the prospective mates are usually screened years ahead of time and chosen because they have something to offer the family. Serious prejudice and scorn is often laid upon the family witch that chooses to marry outside of her family dictates. Weaker or less influential families usually do not share their secrets with anyone who is not of the blood. For the Family Traditionalist the old saying “Blood is thicker than water” is the law. Leaving this Tradition: If the only way into this tradition is to born into it, often the only way out is death. Not that all families will kill those witches that leave (but some do), but often it is the witch herself that will find herself drawn back into the family. Skills & Feats: Family witches often have some sort of family business, which is used as a cover for the witch’s coven. As such, they receive a +4 bonus to a profession skill of their choice. Occult Powers Minor: 7th Level: Favored Enemy. At 7th level the witch gains an enemy of the family and may attack them with a +1 bonus to her attack rolls, damage rolls, relevant skill checks, and also her saving throw DC’s. The enemy is usually another family but it may be a race, monster or character class. This bonus increases to +2 at 13th level and +3 at 19th level. Medial: 13th Level: Detect Bloodline. At 13th level, the witch is granted the ability to detect bloodlines of all types, able to track history one generation (based on the targets race) per level. Essentially, this ability allows the witch to practically smell if someone is related or not, by supernaturally detecting tiny familial features within people. This allows royalty, inherited (but not contagious) lycanthropy, and the creature’s true race to be revealed. This ability might also provide a bonus against those trying to disguise themselves (say, a half-orc posing as a human, or someone disguising themselves as Royalty). The witch must be within 10 feet of a person to detect their bloodline. The Family witch can also detect undead with this ability. The witch also gains an insight into the targets personality. For each round assessing the target’s bloodline, the Family witch can determine one of the following: One aspect of the character’s alignment (good, evil, chaotic, lawful, or neutral), hit dice, age, or personality. For each round studying the character’s personality, the Family witch gains a +1 bonus to sense motive checks against the target. The Family witch can not examine the target’s personality whose level/hit dice are greater than her Family witch level. Greater: 19th Level: Thicker than Water. A Family witch of 19th level or greater gains a supernatural awareness of her bloodline. She can detect the general well being of any family member she knows, no matter what the distance between her and the family member is.

Table 2-2: Family Witch Summoning 1d20 1-5 6-7 8 9 10 11 12 13 14 15 16 17 18 19 20

Level of Family Witch summoned 3rd level 4th level 5th level 6th level 7th level 8th level 9th level 10th level 11th level 12th level 13th level 14th level 15th level 16th level 17th level

Special Benefits: Family witches have a built in support system of contacts. Often these are other, very high level witches that are usually on good terms with the witch. They can aid in terms of research, providing minor magic items, or even money. The GM must decide the level of aid the family is willing to give. Special Restrictions: To maintain the above benefit, the witch must stay on good terms with her family. Often donating magic items or money for the younger generations as she increases in personal power. Equipment: None special. But often the witch will get a ritual tool as a gift that had belonged to a deceased family member. Coven Domains: Law, Chaos, Good, Evil Preferred/Barred Covens: This tradition is so closely tied to its family and coven that it is often difficult to separate the three from one another. The leaders of the coven are often the oldest and most powerful witches in the family. Generally there is only one coven per family, though some large families have split into various factions. Relationship to the Goddess/Patron: The Family witches pay homage to their Patron as the ultimate source of their powers, most often invoking the names of powerful ancestors in this respect. While all witches believe in reincarnation, some spirits select to remain on this plane to aid and guide the new generations instead of moving on to another life in the


Liber Mysterium: Traditions cycle. Familiars of these witches also reincarnate from previous Family witches. Source/Views of Magic: Magic is the Blood. Family witches believe as sorcerers do that magic is in their blood, but that is where the similarity ends. Family witches all believe that magic is part of their blood, mind and spirit. Magic is provided by the Patron and spiritual ancestors, but shaped by the blood, mind and spirit of the witch. Wealth: Family witches start with the normal amount of wealth allotted to any witch. She may supplement her wealth by adventuring or through her family. Other: Family witches may be of any alignment and have any number of motivations. They do not get along well with other covens, but generally have nothing against the other Traditions. Family witches are allowed to multiclass to any class that suits their or their family’s needs, but their primary class will always be a witch. Due to some differences in ideologies they usually do not opt for cleric or paladin classes. The Family witch cannot put another organization (such as a church or guild) above the family. Also Family witch/sorcerer combinations generally do not work, as both groups believe their blood is the root of their magic, but each manifests it differently. Families with sorcerers often have quite a few. Family witches often have some sort of identifying mark, like a birthmark or an odd shaped mole that all members can recognize. This is known as a “Witch’s Mark” and is used as a test to determine if one is a potential witch. The downside to this, of course, is that many witch hunters have also identified this mark. In a family of witches it would be hard to imagine someone standing out as special, but often someone extraordinary is born. In addition to the Witch’s Mark, these witches have something else: strikingly different hair color (like a red head in a family full of brunettes), two differently colored eyes, or being the seventh son of a seventh son. These individuals are referred to as a Taltos, and they are almost always chosen to become a witch. In some cases, they are believed to be a reincarnated family member who was also a very powerful witch. These special witches are said to have strange gifts and much is expected from them; GMs may wish to award a bonus metamagic or witch feat to these rare individuals.

they fit in better with mundane society than other Traditions. Lorelei are fantastically charismatic. They dress with style and flair, and can take the worst news with a smile. With a swing in their step and a glint in their eye, they live their lives with grace and happiness. Elven society is fundamentally established in word and song, and so elves take naturally to the Lorelei tradition, as do gnomes and halflings with their inclinations towards song and travel. Humans and halfelves also easily adapt to this tradition. Half-orcs seldom have the grace or personality to become part of this Tradition and dwarves are too serious to really understand the Lorelei’s philosophy. Role: The Lorelei are travelers at heart. They record their travels nearly entirely in song. To a Lorelei, to live is to experience, and to experience is to sing. With their chaotic tendencies, the Lorelei have trouble working with paladins and monks. They often function well with bards, as traditional bardic philosophy is closely related to the Lorelei’s. Joining this Tradition: When a Lorelei receives a call, they receive a vision to meet a more experienced Lorelei. When the new Lorelei finds the more experienced one, they travel together and the experienced Lorelei teaches the young Lorelei the philosophy and magic of their song. Since many are travelers, it is extremely difficult for an entire coven to meet. Only once every couple of years does an entire coven get together. These coven meetings are filled with beautiful displays of song and talent, taking place in reclusive settings where few nonLorelei will witness. Leaving this Tradition: A Lorelei who loses a love and understanding of music loses all of her abilities as a Lorelei. An atonement spell is required to regain these abilities. Also, if a Lorelei ever becomes a lawful alignment, her abilities are lost until the alignment becomes non-lawful again. Skills: Lorelei receive Perform as a Class Skill Minor: 7th Level: Bardic Music. At 7th level the Lorelei receives the Bardic Music ability. She can use this ability a number of times per day equal to 1/4th her Lorelei level. Medial: 13th Level: Song of Suggestion. As a special use of the Bardic Music ability, the Lorelei can make a Diplomacy or Perform check (whichever is better) with a DC equal to 10 plus the targets hit dice plus the targets wisdom modifier to plant a suggestion in a target. This is as per the spell suggestion. Greater: 19th Level: Song of Enthrall. As a special use of the Bardic Music ability, the Lorelei can perform a song of charming. This song requires targets to make a will save equal 10 + half the Lorelei’s level + the Lorelei’s charisma modifier or be charmed as per the spell Charm Person, at a caster level equal to the Lorelei’s own caster level.

Lorelei Description: The Lorelei is an artistic witch, who takes everything they do in life and expresses it in poetry and song. They hold the philosophy that life is a song in and of itself. Graceful and talented, the Lorelei are usually the most tolerated of the witches, because


Liber Mysterium: Traditions honor dark versions of the God and Goddess. The Dark Queen is the destructive and chaotic side of the Goddess. Death is part of the circle of life (often called the Goddess’ “fourth” face), but Malefica delight in death, destruction and chaos. Their Goddesses can be, but are not restricted to, Hecate, Kali, Lilith, Lovitar, etc. with the appropriate God or Consort. Sometimes, as in the case of Kali and her Consort Shiva, the consort God is good. Humans are predominant in this tradition. It has been suggested that this is due to their relatively short life span. Half-orcs are also well represented among the ranks of the Malefic witches. Sometimes a difference is made between the Lawful Evil “Diabolic witches” and the Chaotic Evil “Demonic witches” but in truth this is a classification system used only by outsiders. Malefic witches care less about terms of “Diabolic” vs. “Demonic”, especially when the covens’ Patrons are neither devils nor demons. Role: Malefica serve as the chaotic element in nature. They try to destabilize areas, nations, relationships, etc. They do this through the judicial use of the powers at their command. Unlike warlocks or others diabolic spellcasters, Malefica are much more motivated by whim than the will of their patrons. While they do follow their patrons as do all witches, the Malefic witches are given freer reign. Their purpose is to create as much chaos, disorder and evil, or at least ill-will as they can. This tradition is often seen as the dark side of the Craft of the Wise. While many Craft witches would argue that the Malefic witches give all witches a bad name, most would agree that the universe is balanced with the Malefic witches. Many witches, even Craft witches, still do not get along with the Malefic witches. Joining this Tradition: Joining this tradition is quite easy; one joins by committing oneself to the service of a deity whose portfolio consists of death, destruction or something similar. Usually an adept Malefica decides to take an apprentice at some time and will seek out one who has heard the call from the Dark Goddess and teach them all they know. The malefic witches, contrary to popular belief, do not attempt to convert others, either by force or magic, to their fold. Like nearly all witches, the Malefic witch believes one must be worthy and hear the Call before becoming a witch. Other than this requirement, the Tradition does not make any distinctions between male or female, or of race. Leaving this Tradition: Usually the only way to leave this tradition is by death. Nonetheless, if a Malefica ever decided to recant from the dealing of destruction and chaos, she would also recant from her patron. Not only would she lose all powers she has gained while a Malefica, she would also be hunted by followers of her deity.

Special: Lorelei have Perform as a class skill. Special Restrictions: A Lorelei who loses her ability to hear can no longer cast spells of any sort. In addition, all spells that a Lorelei casts contain a verbal component, even if the spell doesn’t say so. The Lorelei also may not take the Silent Spell feat. The Lorelei may not be of Lawful Alignment. A Lorelei who becomes a Lawful alignment loses all of her spell casting and supernatural abilities. Equipment: Lorelei generally use musical instruments as the focus for their magic rituals. Coven Domains: Chaos, Luck, Travel, Trickery Preferred/Barred Covens: Lorelei often belong to covens related to music. Lorelei get along well with a surprising amount of different types of witches, and can be found in many different types of covens. Relationship to the Goddess/Patron: The Lorelei view the goddess as the beauty all around their lives. The typical philosophy is that existence is simply a complex song that has its changes in tempo and melody. Source/Views of Magic: To a Lorelei, the spells that they cast are manifestations of the goddess as a result of their singing. To them, magic is the manipulation of song, and song is the manipulation of life and power. Wealth: Standard Other: Since they are found more in cities than any other witch, the Lorelei multiclass with the rogue better than any other class. The Lorelei and bard are too similar to make an effective combination; any in existence were usually bards before they received the call to become witch. Lorelei typically do not take prestige classes for similar reasons. But like most witches, find the Warlock to be distasteful in the extreme.

Malefic “We come into this life naked, covered in blood, and screaming. Don’t pretend the rest of it is any different”. - Traditional Malefic Saying Description: While some witches may be frightening in rumor, the idea that someone would willingly submit herself to the creatures of the Abyss or Hell is a much more frightening prospect. Malefica are evil witches in league with dark things from the Lower Realms or worse places. Power and riches are the lures for these witches, which may be male or female. Their orgiastic sabbats are often used as examples by priests and witch-hunters for the need to destroy all witches. Creatures such as Asmodeus, Beelzebub, Dis and Set offer the most allure for these witches, but most


Liber Mysterium: Traditions Skills & Feats: Malefic witches receive bluff and diplomacy as class skills. Occult Powers: Minor: 7th Level: Evil’s Touch. A Malefic witch can detect good, as per the spell, at will, as a free action. The Malefic witch can then attack the identified good victim with a +1 to hit and +1d4 added damage. This power only works on victims of good alignment that the witch identified with her detect good power previously. If the witch does not know a victim’s alignment (with respect to good vs. evil) she does not gain the bonuses to hit or damage. Medial: 13th Level: Devil’s Tongue. Once per day, by uttering a few words of Infernal, the Malefic witch can make her speech convincing. For the next hour, the Malefic Witch adds her wisdom modifier to the following skills: Bluff, Diplomacy, Disguise, Gather Information, Innuendo, Intimidate, Perform, Pick Pocket, Seduction. Greater: 19th Level: Diabolic Spell. Up to a number of times per day equal to your Intelligence Modifier, you can boost the power of your spells which target good targets. Add your Charisma Modifier to your spell’s DC. Special Benefits: Malefic witches may use poisons (as per the Assassin ability) plus these witches have no moral or ethical problems with summoning or controlling undead monsters. Special Restrictions: Can only be of any evil alignment. A large proportion of these are chaotic in alignment as well. Equipment: The Malefic witch has no special equipment, but they do make regular use of cauldrons. Coven Domains: Chaos, Death, Destruction, Evil, Law Preferred/Barred Covens: Most covens of other traditions will avoid admitting members of the Malefic traditions. Also any Malefic coven will typically avoid other traditions. Relationship to the Goddess/Patron: The Malefica is on very good terms with her deity as she knows it is only from her Patron that she gets her powers. If she can increase chaos in her area she will get even more power. Even a minor transgression of their laws is met with swift divine retribution. Most often felt is the loss of Coven Spells. The patrons have even been known to kill their own witches when it suits them. In all cases, the witch was outmatched and overpowered. Source/Views of Magic: Magic is power and often the Dark Path is the quickest way to this power. The Malefic witch delights in perpetuating the stereotype of witches and will often claim to be using “black” magic.

Seven Crimes of Malefica 1. Inspiring impure love 2. Inspiring hate 3. Causing impotence 4. Causing disease 5. Taking a life 6. Depriving of reason 7. Injuring property or animals. - From the Journal of Matthew Hopkins, Witchfinder General. Wealth: Normal for all witches. The malefic witch might have some nefarious means of obtaining more gold however. Other: The basic nature of the Malefic witch means that nearly everyone distrusts her. In this case, the class of the associates matters less than their alignment. Malefic witches are on agreeable terms with evil priests and wizards. Barbarian’s of any alignment generally distrust the malefic witch at the best of times, or actively try to kill them in the worst. Only the Paladin and the Witch Finder are steadfast in their opinions of the Malefica; they all must be stopped. The Malefica have the worst time getting along with other witches as well. Craft witches see them as a necessary evil, Faerie witches are unconcerned with them and most others would rather see all malefic witches burnt at the stake. Many other witches feel, with some measure of justification, that the Malefic witches are to blame for all of the bad things that are said and done to witches. Evil witches of any tradition (Voodoo, Tantric, Tempestarii) will join covens with Malefic witches and vice versa. A Malefica would take the Warlock Prestige Class if so commanded to by her Patron. Malefic witches still see most Warlocks as traitors to the patrons. Some Hermetic Lodges have accepted Malefic witches in the past, but that is a very rare thing indeed. GM’s Note: Malefica are always evil and should not be encouraged as player characters. This game should be about heroic fantasy. Malefica make great NPCs to challenge player characters. They should be played as the typical “wicked witch” from fairytales or stories.

Tantric Description: Tantric witches are those who study the tantric arts and the powers of their own bodies. They are often misconceived as whor*s and prostitutes, and while the Tantric witch does focus more of her


Liber Mysterium: Traditions guidance counselor for those seeking knowledge on heightening sexual performance, and at worst filthy whor*s with no sense of moral values. Tantra is not always seen as a bad thing in society; the Priestess of Innana were a very important part of ancient Sumerian society and these practices were similar to tantric ones. A Tantric witch is important to fertility rites and in particular the coming of spring. She is also a superior healer, given the understanding she has of the human body and the way it works. She is either at the receiving end of public outcry over their lack of traditional morals (more than one Tantric witch has been exiled from a local township) or she is a respected member of the community and seen as a necessary part of the flow of life. Joining this Tradition: The Call to become a Tantric witch seems to come at random. Often, before becoming a witch, they will have a strong curiosity for that which is considered taboo. Sometimes, they will be seeking dangerous knowledge (sometimes related to the Tantric witch’s field of study) and be caught and exiled, whereupon they will finally hear the call. Tantric witches are involved less with duties of tradition and covens than other witches, but they still have ceremonies that they perform. Most notable is the blessing of the crops at the Spring Equinox. Typical rituals include the pouring of sacred waters onto a virgin field before planting. Tantric witch also celebrate Beltane to similarly insure the fertility of the people. Children conceived at this time are considered to be blessed by the Goddess. If the father is unknown, not an uncommon occurrence during Beltane, then they are also said to be Children of the God and are doubly blessed. Leaving this Tradition: A Tantric witch who renounces herself as a witch loses all spells and supernatural abilities. An ex-tantric witch will also discover that she will have a hard time fitting back into regular society. Tantric witches seek no retort to those who give up their art, but they will probably never allow them to return to their studies Skills & Feats: Tantric witches receive perform, bluff, and diplomacy as class skills. Also, Tantric witches are typically the only witches that utilize the Celibate Casting feat. Occult Powers Minor: 7th Level: Chakra Healing. At 7th level, the Tantric witch’s body and spirit begin to become one. As such, they can heal via touch as a paladin’s laying on hands ability, except this healing is not the result of positive energy but personal spiritual energies. The Tantric witch can heal a total number of hit-points equal to her own charisma modifier times her Tantric witch level per day. These points may be used all at once or through out the course of the day. Medial: 13th Level: Strength of Soul. At 13th level, they add half of their constitution modifier (if positive) to charisma checks and vice versa. This bonus

efforts of study into sex magic, they seek to perfect their own body and spirit, not merely the sexual aspects of it. Tantric witches are always very fit and usually very attractive. They spend much time exercising and performing their bizarre stretches as part of their meditation rituals. Most of the average Tantric witch’s time is usually spent in solitude, studying new ways to hone their body and mind. They also understand how to exert their own built up sexual energies in means other than sexual activities. Humans fill the majority of this tradition, followed by half-elves, elves and halflings. Elves and halflings often have their own racial viewpoints on the tradition, but they are essentially the same. dwarves and Half-orcs are nearly non-existent in this tradition. Halfelves will join this tradition especially if her parents were joined in love, thus testifying that love and intimate acts are stronger than any racial biases. The Tantric witch clothing is usually loose and somewhat revealing, as often they are proud of their bodies physical tone. There are some Tantric witches who also have no qualms about using their alluring nature to get what they want, but they should not represent the average Tantric witch.

Role: Though Tantric knowledge of the body includes much about sexual pleasure, this is not necessarily the focus of the art of Tantra, merely a single aspect of it. Yet to society, a Tantric witch is at best a


Liber Mysterium: Traditions is not applied to hit points or saving throws, but it can be used to effect the tantra’s healing ability. Greater: 19th Level: As One. At 19th level, the Tantric Witch achieves perfect connection of the body and spirit, and can add her constitution modifier to the saving throws of their spells and her charisma modifier to their total hit points and all saving throws. Special Benefits: Tantric witches gain the benefit of the protection of their covens. Houses that support the tantric witch will often also have hired guards or even a Witch Guardian to protect them. A tantric witch can use her Create Talisman feat to make a talisman that can heal a number of hit-points per use equal to her own charisma. Once all of the talisman’s hit-points have been used, then it becomes inert. The healing from these tantric charms (as they are called) is said to be a very pleasurable experience. Special Restrictions: Tantric witchcraft requires a high level of devotion, but it is a solitary practice. Thus most tantric witches will be chaotic in alignment. Equipment: The Tantric witch must spend a quite a bit of her income on the acquisition and upkeep of her tantric ritual items. This includes her wardrobe and any furnishings. This must account for 25% or more of her income, possibly as high as 60%. Coven Domains: Chaos, Evil, Good Law, Tantric Preferred/Barred Covens: Covens of fertility Goddesses are most likely to have tantric witches. Also Patrons of physical pleasures are also likely to support tantric witches. Despite stereotypes, most malefic, diabolic or demonic covens do not have orgies full of tantric witches. Since the art of tantra is the art of life, most if not all tantra find the actions of evil outsiders to be an anathema. Similarly tantra is the polar opposite of dark necromancy. Relationship to the Goddess/Patron:. The Tantric witch views the Goddess as the pure embodiment of the body and spirit. Her own physical being; honing her body through stretches, exercises, and sexual activities (or lack thereof) is the Tantric witch’s own way of worship. Real world examples of a Tantric witch’s Goddess include Bast, Aphrodite/Venus, Kali, and Ishtar/Innana Classical Tantric witches follow the Indian patrons Shiva, the creation god, and Lakshmi, a form of the Goddess Kali who focuses on creation. Source/Views of Magic: A tantric witch draws her powers from her own body and soul, which is a blessing from the Tantric Witch’s goddess in appreciation for her worship Wealth: Standard for all witches Other: Tantric witches get along well with other covens and Traditions; at least from their own point of view. Some Traditions consider the Tantra to

be no better than a harlot or a whor*, but most understand that the Tantric tradition is but another means of communion with the divine. Not all agree with these sentiments; priests and paladins often despise Tantric witches as much as Malefic witches. Despite alignments, many non-witches see Tantric witches as evil because of their practices, and wizards tend to find their magic vulgar. Rogues, bards and sorcerers understand the Tantra the best. Since the Tantric witch is most often found in urban or at least in settled areas, they have little interaction with druids, rangers and barbarians. Tantric witches generally do not enter into prestige classes. The perceived stigma of their Tradition is very difficult to shake off. Most Hermetic Orders look down on the Tantra the same way wizards do. The notable exception is the Hermetic Orders of the Golden Dawn, which have incorporated some of the Tantric philosophy into their own.

Tempestarii Description: Tempestarii are witches who have dedicated themselves to the study and philosophy of the elements and elemental magic. Typically, there are 4 different types of Tempestarii; one for each of those who follow earth, fire, air, and water. The Tempestarii’s personality and function tend to vary between elements. Also, racial preference varies between elements. Humans have an equal likelihood to follow any element. Dwarves and gnomes are most likely to follow the earth path. Halflings and half-orcs often follow the path of fire. Elves and Half elves tend to follow the air and water paths. Role: Tempestarii study both the philosophy and science of their chosen element. Because of this, there tend to be four different philosophies among the Tempestarii. Those following the earth path tend to be serious and stern, and often seem cold. They will defend the earth harshly, without cracking a smile. The Tempestarii following the path of fire are more chaotic, if not crueler, than their earth partners. The Tempestarii of the Air have a sense of curiosity and whimsy. The followers of Water are patient and calm, but can be roused to deadly action when they desire to. The Tempestarii study the elements because they believe that with a greater understanding of the elements of nature, the greater the knowledge of their self and the world around them will be. Tempestarii live far away from civilization. Their homes are at the bases of mountains, where a lake or river connects to the mountainside, or at another place where all four elements connect. Joining this Tradition: There are generally two different types of covens for the Tempestarii. The first type of coven is element specific; that is, they follow


Liber Mysterium: Traditions Earth, Fire vs. Water). All saves made against spells and magic connected with their opposing element are made with a -2 penalty. Equipment: The Tempestarri will use a ritual tool that is associated with their element. For the use of spell focuses, the witch will opt for smaller versions of large items. Coven Domains: Air, Earth, Fire, Water Preferred/Barred Covens: Aside from elemental covens, Tempestarii can fit it with many different covens, especially ones relating to magic. Solitary witches also become Tempestarii with some frequency. Relationship to the Goddess/Patron: Studying the elements and gaining an understanding of the world around them is pleasing to the goddess. Source/Views of Magic: For many Tempestarii, magic is seen as nothing out of the ordinary, it is only natural. The elements are encompassed in everything, magic is the manipulation of the elements, and hence it is viewed that their magic is not necessarily special at all. This casual view of magic can put the Tempestarii at a disadvantage, with the most serious of wizards. Wealth: Tempestarii start with the normal amount of wealth allotted to a witch. Other: As mentioned above, Tempestarii are often at odds with wizards about the nature of magic, but this very same attitude usually puts them on good terms with sorcerers and druids. Other classes find the Tempestarii only slightly more tolerable than any other witch. Tempestarii find welcome in the lodges of Hermetic Mages; despite that class’ arcane training, they find the Tempestarii view on the elements and magic to be fascinating. Fire Tempestarii also find their way into Warlock cults more often than other Tempestarii, and water Tempestarii are welcomed as “Sea Witches”.

only one type of element, usually serving a patron of their element or an aspect of their element (example: a goddess of flying will be followed by Air Tempestarii). The other type of coven has one witch for each element, usually following a general Goddess of the elements or nature in general. Tempestarii are more solitary than many other witches, generally keeping to themselves and not associating with the other covens. Sometimes they will consult or be consulted by wizards who also study the elements. Leaving this Tradition: Any Tempestarii who no longer holds concern for their chosen element loses all spells and supernatural abilities. To return, the Tempestarii is usually required to perform an act of faith, usually related to the chosen element. An Air Tempestarii may have to jump from a cliff, a Fire Tempestarii may have to walk on burning coals. These small tests of faith are usually left to the GM. Skills & Feats: Tempestarii receive Knowledge: The Planes as a class skill. Occult Powers Minor: 7th Level: Elemental Aura. At 7th level, the Tempestarii can immediately identify creatures of her chosen elemental subtype, and creatures opposed to her element within 30 feet suffer -2 to their attack rolls, initiative, saving throws, and skill checks. Medial: 13th Level: Spirit of Gaea. At 13th level the Tempestarii becomes connected with her chosen element, increasing her defensive capabilities. Earth Tempestarii gain a +4 bonus to their Fortitude Save. Air Tempestarii gain a +4 bonus to their Reflex save. Water Tempestarii gain a +4 bonus to their Will save. Fire Tempestarii gain a +2 bonus to their Fortitude and Reflex Saves each. Greater: 19th Level: Elemental Protection. At 19th level the Tempestarii’s defenses build up, and they gain resistance to certain types of attacks. Fire Tempestarii gain damage resistance 30 against fire and heat attacks. Water Tempestarii gain damage resistance 20 against frost attacks, and also can breathe underwater normally. Earth Tempestarii gain damage resistance 30 against electric attacks. Air Tempestarii gain damage resistance 10 against all energy based attacks (acid, electricity, fire, frost, sonic). Special Benefits: A Tempestarii casts all spells of their chosen element as if they were one level higher. Special Restrictions: A Tempestarii is especially vulnerable to their opposing element (Air vs.

GM’s Note: The Fifth Element Ǽther, Essence, Asaka, the Void. Regardless of what it is called many sages speculate a fifth classical element. The Pythagoreans speculated it was space or time and used the dodecahedron (a d12) to symbolize it. Many witches and hermetic wizards believe that the fifth element is magic, pure and untainted. The twelve sides each represent the symbols of the zodiac.


Liber Mysterium: Traditions Table 2-3: Elemental Correspondences Direction Rules

Time Season Colors Zodiac Tools Spirits Wind Sense Jewel Incense Plants

AIR East The mind, all mental, intuitive and psychic work, knowledge, abstract learning, theory, windswept hills, plains, windy beaches, high mountain peaks, high towers, wind and breath Dawn Spring White, bright yellow, crimson, blue-white Gemini, Libra, Aquarius Athame, sword, censer Sylphs, ruled by King Paralda Eurus Smell Topaz Galbanum Frankincense, myrrh, pansy, primrose, vervain, violet, yarrow

FIRE South Energy, spirit, heat, flame, blood, sap, life, will, healing and destroying, purification, bonfires, hearth fires, candle flames, sun, deserts, volcanoes, eruptions, explosions Noon Summer Red, gold, crimson, orange, white (the sun’s noon Aries, Leo, Sagittarius Brazier, censer, wand Salamanders, ruled by King Djinn Notus Sight Fire Opal Olibanum Garlic, hibiscus, mustard, nettle, onion, red

WATER West Emotions, feelings, love, courage, daring, sorrow, the ocean, the tides, lakes, pools, streams, and rivers, springs and wells, intuition, the unconscious mind, the womb, generation, fertility Twilight Autumn Blue, blue-green, green, gray, indigo, black Cancer, Scorpio, Pisces Cup, Cauldron Undines, ruled by King Niksa Zephyrus Taste Aquamarine Myrrh Ferns, lotus, mosses, rushes, seaweed, water lilies, and all water plants Willow Dragons (as serpents), dolphins and porpoises, fish, seals and sea mammals, water-dwelling snakes, all water creatures and sea birds Aphrodite, Isis, Mariamne, Mari, Tiamat

Tree Animals

Aspen Birds

Almond, in flower Fire-breathing dragons, lions, horses (when their hooves strike sparks)


Aradia, Arianrhod, Cardea, Nuit, Urania

Brigit, Hestia, Pele, Vesta


Enlil, Khephera, Mercury, Shu, Thoth

Agni, Hephaestus, Horus, Vulcan

Dylan, Ea, Llyr, Manannan, Osiris, Neptune/Poseidon

Platonic Solid

Octahedron (d8)

Tetrahedron (d4)

Icosahedron (d20)


EARTH North The body, growth, nature, sustenance, material gain, money, creativity, birth, death, silence, chasms, caves, caverns, groves, fields, rocks, standing stones, mountains, crystal, jewels, metal Midnight Winter Black, brown, green, white Taurus, Virgo, Capricorn Pentacle, stone Pechs, ruled by King Ghob Boreas, Ophion Touch Rock crystal, salt Storax Comfrey, ivy, grains (barley, oats, corn, rice, rye, wheat) Oak Cow or bull, bison, stag, earth-welling snakes

Ceres, Demeter, Gaea, Mah, Nephthys, Persephone, Prithivi, Rhea, Rhiannon Adonis, Athos, Arawn, Cernunnos, Dionysus, Marduk, Pan, Tammuz Hexahedron (d6)

Liber Mysterium: Traditions Venefica witch. If the apprentice hears the Call or if his or her teacher feels they are ready then learning becomes oriented to the ways and beliefs of the witch. Strong potential candidates who do not hear the Call, or do not wish to become a witch progress in their knowledge, usually with another teacher, to become alchemists or wizards. Venefica have stronger ties with their own covens than to the Tradition. They follow their own coven’s holy days and religious beliefs. Venefica meet in great conventions to discuss alchemical theory with other Venefica, alchemists, wizards and artificers (wizards who specialize in the creation of magic items). While these are often full of heated discussions, all sides admit to learning something from the others, even if it is just confirmation they are doing it correctly and others are still wrong! Leaving this Tradition: Any witch that abandons the teachings of this tradition obviously loses the ability to create potions, powders or any other alchemical product. The means of this knowledge is very integrated with the practice of these witches. So despite what skills or feats the witch might have, she must retake them in order to continue to perform alchemy. To return the witch may have to spend several days or even weeks in study and contemplation. They will receive a sign from the Patrons when they are allowed to return. Skills & Feats: Venefica receive Knowledge: Nature as a class skill. They also begin play with the feat Brew Potions, instead of the Craft Magical Talisman’s feat. Occult Powers Minor: 7th Level: Poison Resistance. At 7th level the venefica gains a +4 bonus vs. the effects of all poisons. Medial: 13th Level: Poison Immunity. At 13th level, the venefica is completely immune to all types of poisons. Greater: 19th Level: Master Brewer. A Venefica may reduce the cost of brewing potions by 50%. Special: Any venefica who has access to their alchemical lab, can make an Alchemy check DC 20 + the potions caster level to Identify any potion, as per the spell. She gains an additional +4 bonus to her alchemy check if it is a potion that she created before. Special Restrictions: At 3rd level the constant exposure to dangerous chemicals and noxious fumes

Venefica Description: Venefica are witches who specialize in the creation of philters and potions. While all witches have some alchemic skills, Venefica perfect them. The Venefica are second only to a true alchemist in this art. Venefica vary from one locale to the next; the urbane alchemist, the traveling herbal “doctor”, or even the rural “medicine man” or “witch-wiggler” are all roles for the Venefica. Humans and gnomes swell the ranks of the Venefica Tradition, followed by elves, half-elves and halflings. Elves and halflings often have their own racial viewpoints on the Tradition, but these are essentially the same as what is given here (halfling Venefica are referred to in their communities as “Herb Women.”). Dwarves and half-orcs are extremely rare to non-existent in this Tradition. Role: It would be a great injustice to say the Venefica lives to create potions. Venefica live to understand magic, and they believe this understanding can be obtained via the understanding of alchemy The Venefica believes creating potions aids her knowledge of magic. The Venefica may work as a researcher, much like an alchemist, or they may choose to sell their creations to those in need or who can afford them. The Venefica must live somewhere she can have access to equipment and ingredients. Common locales are large cities, farms, swamps or near graveyards (for mosses and grave dirt, Venefica very rarely have anything to do with the dead or necromancy). Among the witch traditions, Venefica have the least strict alignment restrictions. Venefica may be of any alignment. Good Venefica often use their creations for the betterment of others, while evil ones are sometimes referred to as “prisoners.” Venefica with chaotic and evil tendencies will often come to towns or villages and hand out potions of love, hate and confusion for free just to watch the ensuing chaos. Joining this Tradition: Initiates usually join as apprentices to old Venefica; during this time the teacher determines if the child has the potential to become a good alchemist or not. Those students who do well in alchemical training often proceed for a while, unaware of the differences between a mundane alchemist and a


Liber Mysterium: Traditions have begun to take their effect on the witch. The Venefica suffers a –2 penalty on all reactions rolls and diplomacy checks. Equipment: The Venefica requires all of the alchemical tools necessary to conduct research. The initial set up costs for the Venefica will be 100 GP. This will also cost the Venefica 10 gp per level each time they advance in level, of total levels, which determine her spell casting ability. Thus, a 10th level Venefica / 3rd Level Hermetic Mage must pay 130 gold when she advances to 13th level) to maintain. This does not cover the cost of special ingredients the witch might need. The most common ritual tool of the Venefica is the Mortar (which represents the Goddess) and Pestle (which is the masculine tool of the God). Coven Domains: Healing, Plant Preferred/Barred Covens: This tradition is suited to all covens. Though Venefica typically avoid diabolic and demonic covens. Venefica are free to join any coven that will have them. Relationship to the Goddess/Patron: Venefica seek understanding of the universe, their place in it, magic and the Patron. By invoking their names the Venefica both pleases and empowers the Patron. In return the Patron make available more knowledge and guidance. Source/Views of Magic: Magic is an Alchemical function. Only by understanding the alchemical-magical properties of objects will you begin to understand the universe. Unlike arcane alchemists, wizards or artificers, Venefica tend to use more mundane items for their creations. Instead of needing magical artifacts (teeth of a dragon, eye of a beholder) or symbolic ones (wail of a banshee, tear of an Iron Golem), the Venefica uses items that have normal or natural occurrence, such as herbs, or special waters. Granted some of these items may be very difficult to get, so often the Venefica witch must either purchase them at great prices or go out adventuring to get them for herself. Wealth: Venefica start with the normal amount of wealth allotted to a witch. She may supplement her wealth by adventuring or selling her creations. Other: Venefica find their potions and mixtures are in high demand, thus they get along well with most other witches and classes in general. While there is often heated debate on the means of their magic, some Venefica find it useful to pick up study as a wizard for a while. More rural Venefica will often do the same with druids or rangers. Non-adventuring (NPC) Venefica may also multiclass as Experts (Alchemists). Venefica tend to avoid Demonic covens and as a result there are very few Venefica-Warlocks. However many Venefica find welcoming in the various lodges of the Hermetic Mages. Generally, due to their long training, Venefica start out as Venefica and not some other class.

Voodoo Description: The Voodoo witches (also known as Voudounista) are probably among the most mistrusted and misunderstood of all the Traditions, save for the Malefic witches. These witches, however, are usually not evil. Their area of specialty is that of enchantments and the creation of items dealing with enchantments, both good and bad. Voodoo witches are feared because they work in secret using strange, unknown rituals, and they often catch the blame if anything bad happens (such as a flood or a bad crop season). It is rare that a Voodoo witch would be responsible for such acts of nature, but there have been times when a Voodoo witch was banished away from a village, and managed to cause some real trouble but this behavior is looked down upon by Voodoo covens as it only justifies people’s fear of Voodoo. There is no style of dress directly related to the Voodoo witch. Some Voodoo witches choose to dress very plainly, often trying to hide the fact that they are Voodoo. Other Voodoo witches cease caring about what the average person thinks of them. In either case, the Voodoo witch will have many different ceremonial clothes for the performance of various rituals. Typical ritual garb includes a simple linen robe or dress tied with a purple sash. Voodoo witches are not most common among any particular race. Many races distrust them, dwarves outranking any of the other races in terms of fear of the Voodoo witch. Gnomes, elves and half-elves tend to be more tolerant to Voodoo’s mysterious magic than the other races. Humans and halflings often view the Voodoo witch as the source of most problems. Role: The Voodoo witch will often stay within their own home devising new enchantments and creating other devices. They also perform many rituals, more so than other witches. On occasion, people may come to the Voodoo witch seeking help, charms or wards against evil, or something to attract a certain someone. Because local governments and religious authorities fear the Voodoo witch, she has a hard time dealing with paladins and clerics. On the other hand, she has no problems working with druids and rangers (though the occasional Voodoo witch has caused enough trouble in the wilderness to attract the attention of the often zealous druids). The Voodoo witch also tends to get along with wizards and sorcerers fine, since much of her time is spent working on the creation of arcane magical items. Fighters, bards, rogues and barbarians are usually viewed with indifference, though the feeling may not be mutual. There are many sub-traditions of voodoo. These particular ones have shared many of the same roots, but then evolved in isolation from each other. GM’s will want to use whichever sub-traditions work


Liber Mysterium: Traditions viewed with some contempt. A witch who ceases practicing voodoo loses their spells and powers. Skills & Feats: Voodoo witches prefer craft based skills that can aid them in their normal lives and their worship. They receive a +2 bonus to single craft skill of the player’s choice. Occult Powers Minor: 7th Level: Learned Voodoo. At 7th level, the voodoo witch gains a +4 bonus to her spell craft check to learn spells from the school of Enchantment. They also receive a +2 bonus to their saving throws against Enchantments. Medial: 13th Level: Specialist. At 13th Level, the Voodoo witch gains an extra spell at each level, as long as that spell is from the school of Enchantment. They can also prepare one additional spell for each spell level, as long as that spell is an enchantment spell. Greater: 19th Level: Solid Mind. At 19th Level, the Voodoo witch is immune to mind affecting magics, and gains a +8 bonus against all saves against spells and spell-like abilities from the school of Enchantment.

best with their campaign world. The examples here are from our own history. • Bocur: One of the very few purely evil off shoots of Voodoo. • Candomblé: (“Kun-don-blair”) A Brazilian sub-tradition related directly to Macumba. Leans more towards the darker sides of Voodoo. • Macumba: A Voodoo sub-tradition of Brazil. Has much in common with Santería. Often very neutral. • Obia: Also Obeah, common to the islands of the Caribbean, in particular Jamaica. Most often believed to be evil. Obia has actually been outlawed in some lands. • Quimbanda: Also known as Cuimbanda. • Santería: Sub-tradition that began in Cuba and spread to South-east United States. Origins go back to the Yoruba religion of West Africa. Despite the stereotype and sacrificing live chickens, a Santería witch is most often good aligned. Their powers come from spirits known as orishas. • Voudou: A form of voodoo that is common to the peoples of Haiti. Comes from the French words “vo” introspection, and “du” the unknown.

Special Benefits: Much mystery surrounds the practice of voodoo. A voodoo witch is often perceived as being more powerful than she truly is (usually 2 to 3 levels). This affects any roll in interacting with others that might be impressed by the voodoo witch’s power. Special Restrictions: The Voodoo witch will often be in the possession of a fetish, or magical focus. In areas where Voodoo has been outlawed the possession of a fetish is usually enough to break the law. At the very least possession of a fetish is enough to add +1 to any spot check by a Witch Finder attempting to identify a witch. Equipment: Voodoo is the only Tradition that allows the witch to use a sharpened Athame. This ritual dagger is often used for animal sacrifice, ceremonial bloodletting or for carving magical symbols into fetishes. The Voodoo witch can use it for combat, with no penalty, but rarely do because they do not wish to damage it. Preferred/Barred Covens: Any coven that venerates the Voodoo spirits are welcome to the Voudounista. They most often coincide with gods of Magic, Protection, Trickery domains. They have no barred covens. Relationship to the Goddess/Patron: The Voodoo witch is more likely than any other Tradition to practice monotheistic religious worship. This is because the Voodoo witch generally looks at the God and Goddess as all-encompassing and all-present. Some Voodoo witches may follow patrons of nature or earth, though these may be few and far between. The main Patron of the Voodoo witch is usually known by the title “Gros Bon Dieu” or “The Great Good God/Goddess,” all other gods honored by the

Joining this Tradition: The requirements of joining the Voodoo Tradition tend to vary coven to coven. Usually, an extensive ritual is performed to initiate the ones who hear the call. After the ritual, the witch is bestowed the title of Houngan (for males) or Mambo (for females). The Voodoo witch covens seldom meet more than once a year. However, they also perform more rituals than the average witch. It’s customary for the voodoo witch to have an extensive ritual to perform at each full and new moon. Large numbers of the participants in these rituals are not witches themselves, but lay people, sometimes referred to as “Hounsi”. They may share the same beliefs, but are not members of a voodoo coven. These ceremonies are loud musical explosions of dance, fire and free form religious expression. It is not uncommon for some of the participants to become overwhelmed as the Loa are communed with. Participants can be found speaking in tongues, enduring large amounts of pain, and even damage and occasionally having disease spontaneously cured. Leaving this Tradition: Unlike some other traditions, to leave this tradition, the witch must only desire to leave the tradition. Sometimes, their persecution has pushed the voodoo witches’ frustrations, and they have simply left. Ex-Voudounista are rarely sought out by current Voodoo witches, though they are


Liber Mysterium: Traditions Voodoo witch are lesser and subordinate to the Great God. While this Patron is the ultimate source of all, the Voudounista has more contact with intermediate spirits known as the Loa. The Loa are the ones that grant the Voodoo witch her powers. The Loa are powerful spirits of godlike abilities. There are also know as Gheudes, Duppies or Orshas. They give the Voodoo witch her power. The various Loa are: • Mama Aida Weido (female): The mother Goddess, wife (or mother) of Danabala. Goddess of the rainbow. • Danbala Weido (male): The main god of the Voodoo pantheon. Snake god. Creator of the world. • Papa LeBas (male): The devil. King of black magic. • Baron Samedi (male): Lord of the crossroads and the cemetery. Patron loa of many voodoo witches. Appears as a skeleton in fancy dress. • Erzulie (female): Goddess of love. Appears as a beautiful woman. • Baron Guede (male): Lord of the Dead. Appears as a skeletal king in tattered robes, often accompanied by a court of ghosts. Source/Views of Magic: The voodoo witch’s magic is viewed as the loa’s will being pushed through the witch. The enchantments of a witch are viewed as the goddesses will being enforced. Magic comes from the Loa. By serving the Loa and the spirits one can gain magical knowledge and thus knowledge of our world and the next one. Voodoo witches use magical focuses to cast their spells. These focuses are known as fetishes. Every spell or type of spell has a specific fetish. The Voodoo witch can not cast any spells without the proper fetish. These typically include a poppet (doll of the victim), an animal part (such as a claw or feather) and blood (typically animal, but sometimes human). Wealth: The voodoo witch begins with the standard allotment of money, adjusted for the economic realities of their usually poor areas (generally 10% to 20% less). Other: As been noted voodoo witches get along well with wizards and sorcerers. Often a multiclassed Voodoo Witch/Sorcerer is known as a Hoodoo, or even a Hoodoo Man. These individuals are usually given much respect in the community. Voodoo is considered a “low magic” by most Hermetics so it is very rare to see a voodoo witch entering the lodges of the Hermetic Mage. Only the most evil voudounista will consider following the path of the Warlock. Those that do are often known as Bokkors.

magic, alignment and behavior, and determine what spells and powers the witch gains, they are not the same. Each Tradition can be divided up into many different covens. A coven will have anywhere between 3 (minimum) and 18 (maximum) members. The members of covens do not necessarily live in the same section of the world, and some covens meet only once or twice a year. Covens are usually small and are dedicated to one Patron or a very small set of Patrons. Covens determine their own membership and may restrict which traditions can join. Covens are religion-based and typically have a leader, a high priestess, who rules over all members. Traditions are usually a product of geography or culture. A single tradition may have members in many covens and a coven may claim members of many traditions. A tradition generally does not have a central leader, but many do recognize a founder. Traditions define the relationship the witch has with her Patron and with magic, and what powers she may use. When occult powers are listed for a coven these may be chosen over what is granted for the witch’s tradition. In no case will a witch gain a power from her coven and another from her tradition. She will have one, or the other. In cases where the descriptions might conflict then the witch is to choose her coven over her tradition. Covens are detailed in Chapter 5: Covencraft.

Creating a New Traditions

The Game Master may opt to create a new tradition for her campaign or world. The traditions detailed above are based on the history of our world. The Game Master’s own world might have a completely different view on witches and the craft. Game Masters are cautioned to remember that traditions are large organizations based primarily on geography and philosophy. Often a coven will serve the needs of a unique style of witch without the need to create an entire new tradition.

Witch Racial Traditions

Presented here are various player character races and some select monster races that use the witch class. These racial points of view act like Traditions. Typically they are unique to each race and there is little crossover. The exceptions of course are the “human” Traditions, which any witch may join. In each case a “preferred Tradition” is listed for each racial viewpoint. This describes how the racial Tradition best corresponds to a human one.

Traditions and Covens

Some distinction needs to be made between traditions and covens. While both can place limits on


Liber Mysterium: Traditions The labrys may be wielded with one hand. It has two semi-circular blades on either side that would make a circle if they were joined. The labrys has a small knob on top of the shaft located between the two blades. Xothia must be of any non-lawful alignment. Evil Xothia are nearly unheard of.


The dwarven witch feels isolation from her normal community due the distrust of arcane magic among dwarves. This distrust seems to date back in time to the first recorded appearance of dwarven witches, a coincidence that seems too strong to ignore. In dwarven society, men and women are regarded as equals. The dwarven witch is seen as contrary to this established reality. Most dwarven witches feel deep fear when they first hear the call and either leave their communities or try to suppress what they now know and feel. Dwarven witches become Solitaries, learning their art and faith directly from the Mother of dwarves herself. While some find content with this life, others are constantly reminded that they will never truly belong, either as a dwarf or as a witch. Dwarven witches are the rarest form of witch one will encounter. Preferred Traditions: Dwarven witches tend to be Eclectic due their unconventional training. Any witch with family members who are also witches can belong to a Family Tradition. All other Traditions are nearly unheard of. Preferred Covens: Dwarf witches tend to be Solitaries even if they belong to a Family Tradition. Racial Perks: Very few. High Constitution is a bonus regardless of calling. Racial Drawbacks: The social stigma of being a magic-using dwarf is rough to bear; and due their nature, dwarven witches tend to be far more chaotic than the normal dwarf population. Racial Archetype, Xothia: The Xothia (“Zoethee-ah”) witch of dwarven communities has taken her nearly insurmountable odds, and turned them into unique advantages. Feared for her power, isolated because her ideals, and respected for her knowledge, the Xothia has become a living repository of dwarven lore, knowledge and magic. All Xothia are female -- no male has ever joined their ranks -- and all are beardless. Whether the Xothia are born that way or have their beard removed is one of but hundreds of their closely guarded secrets. The leader of a coven of Xothia is often known as the Xothia, and is usually centuries old. She is regarded as an advisor and sage to dwarven leaders; many will travel days or weeks to seek her out. The Xothia lives apart from the main community of dwarves, where she and her coven can use magic to scry and record all that needs to be known. Often such answers cannot be gathered by magic and the Xothia witch must travel the world in search of them. A full coven of Xothia is nine witches, eight members and the Xothia. Their manner and style of clothing have often been described as “elf-like,” not in insult, but as a means for the common dwarf to label what she does not know. The ritual tools of the Xothia are the “Labrys” or small double bladed axe, and the “Malleus” or hammer.


Elves were old when the world and mankind were still new. It should be no surprise then that histories of the elves and of witches have often met, intertwined, and drifted apart only to come back together many times. Some elves even claim that it was in fact the elfish race that created witchcraft and discovered its magic. While human witches, in particular those of the Craft of the Wise, absolutely deny such theories, even they can acknowledge these secrets are buried so far back in time that no one may truly, if ever, know. An elven witch is given the same treatment as that of an elven sorcerer or druid. Preferred Traditions: Elven witches, for reasons that should be clear, prefer the Faerie Tradition to all others. That is not to say that there are not elves in all of the other Traditions, for there are. Nor is it to say only elves join the Faerie Tradition, but the numbers of elves in the Faerie Tradition outnumber all of the other races combined more than twice over. Preferred Covens: Elves value their individuality among all other things; as such they tend to be Solitaries. Some join covens usually made up of other elven witches or members of the Faerie Tradition. Racial Perks: The nature of magic comes easily to elves. As such, there is usually no prejudice of any kind against elven witches within elven communities; and with the preponderance of elven wizards about an elven witch might be mistaken just for another type of wizard! Racial Drawbacks: None Racial Archetype, Kuruni: The Kuruni (“kuh-roon-ee” or “kuh-roo-nee”) is the elven witch, and nearly all witches within the elven community are Kuruni. The Kuruni are all member of the Faerie Tradition and follow all of the precepts of that Tradition. While magic using elves are fairly common, the Kuruni is still something of an enigma. Seeming old and young at the same time, one cannot help but feel this witch possesses some horrible knowledge that others were not meant to know. Kuruni usually take a female elven deity as their Patron and honor her consort. Other Kuruni worship a being known as the Triune Goddess, an amalgam of the elven pantheon’s three main goddesses. In either case, the full coven of Kuruni will always number a multiple of three. Kuruni covens rarely meet and usually communicate with their sisters via magic or familiars. Kuruni can only be chaotic in alignment, but may be good, neutral or evil. The exact alignment is dependent


Liber Mysterium: Traditions on their racial sub-type, but not limited by it. The ritual tool of the Kuruni is the wand. She will use this in all of her spell casting.

Witchcraft is no exception. Gnomes and witches have a history that dates back almost as long as that of the elves. The first witches referred to the gnomes as “earth spirits,” and believed them to be some sort of Earth Elemental due to the gnome’s innate magic. Over the years the two groups have become more knowledgeable of each other, but there are still not many gnomish witches about. Witchcraft is a serious business to most gnomes, communing with spirits and working as the living instrument of the Gods or Goddesses seems a bit too confining to most gnomes. Within a gnome community a witch will find a rare acceptance that she is not privileged to in other communities. This may give way to the constant barrage of questions that a gnome witch is forced to endure – not the questions of an inquisitor, but that of a very intelligent and keenly curious population. The witch, whether gnome or otherwise, is naturally assumed to be the expert on a range of topics including the occult, the healing properties of herbs, the magical influences of the moon, sun and stars, the nature of magic, the properties of the astral realms, the magical properties of any number of mundane household items, and so on. Generally the happiest person in gnome communities to see the witch is the local cleric! If for no other reason he knows that he won’t be the center of the communities endless queries while the witch is about. Preferred Traditions: Gnome witches may opt for any tradition that is located next to them. There are gnome solitaries as well as gnome Classical, Craft and Eclectic witches. But most often the gnomish heart is most welcome in the Venefica tradition. Preferred Covens: Gnomes may also join any covens that will have them. Gnomes have also been known to found within the covens of Xothia and Kuruni witches as well. Racial Perks: The nature of magic comes easily to gnomes. As such there is usually no prejudice of any kind against gnomish witches in gnomish communities. While they may sometimes be talked about in secret as not being “scientific” or even “magical” enough, it never rises above the gossip that gnomes have for everyone else.


The various members of the faerie races are known as the Fey and they have had a long a varied association with witches over the years. This association is not just with the Faerie Tradition, but also with all witches in general. Most often it is believed that the witch’s familiar is a shapeshifted faerie. Creatures of the fey share many of the same features as elves. Any fey creature (nymph, dryad, pixie, etc.) that wishes to advance as a witch may do so as an elf above. These creatures include elves as well as the following: atommies, batlings, brownies (and bwbachods and fenoderee), buckwans, centaurs, dame vertes (wind nymphs) dryads, hamadryads (dryads of rowan and willow trees), grigs, leprechauns, naiads, nereids (fresh and salt water nymphs respectively), nixies, nymphs, pixies, rusalkas (water nymphs), satyrs, sirens and sirine, (water nymphs), and sprites. Satyrs and their kin who take a level or more of witch are known as “Brags”. There is also some debate as to whether or not gnomes or goblinoids belong to the faerie race. Fey kuruni and witches tend to be solitaries in every case and generally only can advance 2 to 3 levels (typically) as a witch.


Goblins, hobgoblins, bugbears, even orcs may choose to take up witchcraft. Typically such races opt for the Shaman class (see Netbook of Classes, Shaman), but some may advance as Bogelbos, or goblinoid witches. More information can also be found in half-orcs below.


Gnomes are a lighthearted race in which magic flows freely. They are of quick wit, have engaging minds, and are masters of whatever craft they choose.


Liber Mysterium: Traditions humanity and ultimately work to humanity’s destruction. No good aligned witch would ever be associated with a hag. This is especially true for good aligned Classical Witches and Crones. The Makava, or Wood Hag, is most often accused of confusing the populace into think that hags are a type of witch and vice versa. Witch is the favored class of all hags.

Racial Drawbacks: None Racial Archetype, Good Walker: The gnome often prefers to company of home to that of adventuring life. But for some, the urge is too great and off they go. The gnomish witch is then known as a Good Walker in their own language, although they are also known as “Benandanti” in some human tongues. As their name implies the Good Walkers are of good alignment, with chaotic and neutral good being the most common. Why she travels is as different as each gnome that picks up a walking stick (the Benandanti’s ritual tool). Some seek knowledge, others seek purpose and more still just started walking and never came back. Good Walkers are usually welcome in any coven, and many human witches consider it a good omen and an honor if a Good Walker joins them, if even for a short period of time. A Good Walker will only join with a coven for a small time by gnome terms, generally 4d6 months. While with that coven the Good Walker is considered a member of that coven for all game play affects until they move on. Good Walkers have an equal chance of being male or female and generally honor the same gods as other gnomes, except the usually have their own belief system regarding these gods. In fact each gnome in a coven could have a different system of belief. Most gnomes do not see this as a contradiction.


Often an outsider in their own communities, the half-elf witch is either more so, or they have found a new community that accepts them for what they are, and not for what they are not. Half-elves will follow whatever standards their community follows. So a half-elf raised in elven communities may become kuruni. And those in human lands may do anything they choose.


Half-orcs are survivors. With nearly everything going against them they become what they need to survive and even flourish in lands that would defeat the most able. The Half-orc witch is something rare and terrible to behold. Orcs generally have the tendency to become shamans (see the Netbook of Classes for more details on Shamans), and humans gravitate more towards priests if religious and wizards if interested in magic. It is possible that the witch serves the half-orc elegantly. Despite obvious differences, the witch and the half-orcs have a shared culture. Both groups are considered in-between two larger groups, both are outsiders even among their own people, and both know the sting of open hatred and prejudice.


The relationship between witches and hags is a long complicated one that neither side will divulge much information. Witches for the most part despise hags because they believe that hags are responsible for sullying their name. Hags despise witches for no better reason than they despise everything. But they share a particular haltered for good witches. Part of this animosity comes from both groups’ relationship to the Goddess Holda. Holda is a Teutonic Goddess of Magic, Witches and Hags. Both hags and Teutonic witches worship her as their own patron. Teutonic Classical witches know her as Frau Holt, an older woman who rides a giant goose. Hags may advance as far as they like as witches and gain spells accordingly. GM’s may alter the spells that Hags are listed to have in favor of unique witch spells. Sections that state hags cast as sorcerers may be changed to casting as witches. Hag-Witches do not have traditions or covens per se. While hags do gather in Coveys and witches gather in Covens, there is no reason to believe that the two are related, except semantically. A covey of three hags is a full witch-hag coven. All hags follow a tradition that is very similar to Teutonic Classical and Malefic. Of course Hags are highly intelligent and magical beings, and if it is to their advantage to form an alliance with a witch, then she will do so. It is important to remember that all hags are evil and loathe all of

The half-orc witch is not a shrinking violet who does not wish to be known for what they are, they believe themselves to be the physical manifestations of their patrons and they will use spell or fist to accomplish their goals. Preferred Traditions: These witches tend to be Eclectic or Classical depending on training and their location. Female half-orcs have even been taken up by Amazon Traditionalists. Preferred Covens: Half-orc witches tend to be solitaries. Part of their upbringing has taught them not to trust others, especially those that are as or more


Liber Mysterium: Traditions powerful than themselves. Plus the general racial prejudice against half-orcs prevents them from joining even the most open minded of covens. Racial Perks: Very few. High strength is useful in the half-orcs life, but lends very little to their roll as witches. Racial Drawbacks: The penalty against charisma and intelligence is not too detrimental, as it will not affect spellcasting. It is still not a good situation since many of the witch’s skills are based on intelligence and charisma. Racial Archetype, Bogglebos: The witches among the half-orcs are often referred to as Bogglebos, a term that is also used to describe witch doctors, shamans and other types of animistic spellcasters among the goblinoids. The special thing about the typical Bogglebo is that in addition to her levels in witch, she may also have levels in shaman and sometimes barbarian or fighter. Bogglebos worship half-orc versions of human or orcish gods as their patrons. Bogglebos have equal chances to be male or female. They tend to be chaotic, but gravitate towards evil if encountered with orcs. Bogglebos also have a tradition that is similar to that of Voodoo, with the use of fetishes and charms. The ritual tool of the Bogglebo is the sacrificial knife. Unlike the Athame, this knife is sharp and maybe used for mundane needs.

Preferred Covens: Halflings tend to have loose knit covens that may extend across miles of halfling territory. When the need arises, the coven may gather, as if by magic, to a predetermined spot. Racial Perks: The adaptability of the halfling race has allowed their witches to exist along side their clerics for untold years. Racial Drawbacks: none. Racial Archetype, Herb Women: Halfling Herb Women fill many roles in the halfling community. First she is a center of wisdom and understanding folkways. In some respects she acts as an informal teacher outside of the halfling home. She is a healer, often a seller of herbs, remedies and minor magic. She may perform marriages (handfastings) and most importantly she is also the community’s mid-wife. Few, except the most knowledgeable clerics can match her wisdom in the ways of bringing the young into the world. As mentioned previously, halfling witches are very similar to human ones, except there is no history of prosecution for the Herb Women. So nearly all Herb Women display the sign of their trade openly for all to see–a broom propped outside of their door. Each morning the herb woman will rise and sweep her back stoop or porch to signify that she is open. She will then place the broom outside of the door and leave the door open. This is a welcome invitation for the community who may stop by to buy her wares or even to gossip. It is believed that if the broom falls as someone walks in then that person is either special or under a curse. Since the herb woman’s shop is often her kitchen she can very well be fixing dinner all day while chatting with customers. When the witch closes her store she places the broom across the door as a lock. The ritual tool for the halfling witch is of course the Besom, or witch’s broom. Herb women get along very well with most human witches of all sorts, Kuruni and of course Good Walkers. They are typically any non-evil alignment, but individuals have their own choices.


Adventuring halflings are known to be full of wanderlust and a desire to see the world. Nonadventuring ones prefer the simple comforts of home, hearth and family. The halfling witch then is the self styled guardian of both halves of the halfling heart. The halfling witch is rarely an adventurer, but has been know to have accompanied adventurers in the past. Halfling witches see themselves as the hands of their Mother Goddess. Allow the clerics to be Her eyes and voice; the halfling witch has work to do! This does cause some friction between the two set’s worshippers, but rarely among the populace. Halfling witches are most like their human cousins. More females pick up witchcraft, which they just call “the Craft,” than do males, but there has not been the history of persecution among the halfling witches as with the humans. Halfling witches tend to be open and honest not only about their Craft, but many of their other opinions as well. While this makes them appear to be crass at times, it has also given rise to a popular saying among halfling youth, “If you want an Answer, ask a cleric. If you want the Truth, ask a witch!”. Preferred Traditions: These witches tend to be Classical or Craft of the Wise depending on training and their location. Halfling versions of these traditions do not differ significantly from the human ones.


The humanoids such as orcs, goblins, kobolds, and others generally do not become witches. The role of the witch is usually served by the tribal shaman/cleric. The worship and gods of the orcs and goblins has been well detailed in various sources. Humanoids and Goblinoids that do become witches use the entry for half-orc above.


Humans are the default race for this book and all assumptions are based on human ones.


Liber Mysterium: Mystical Paths

Chapter III: Mystical Paths Witch/Barbarian - Those who are both strong of body and mind usually lead uncivilized cultures. A witch barbarian fits this description to the letter. Witch/Barbarians have no preference to traditions, but obviously the various pagan, or classical traditions are the best suited. Witch/Bard - While those that are found are graceful and pleasant, bardic witches are very rare. The wanderlust of the bard usually does not mix well with most covens. Bardic witches are mostly solitary travelers. Some Lorelei witches begin their adventuring careers as bards and eventually convert to the Lorelei tradition. Witch/Cleric - Witches and clerics historically have come into conflict, therefore those who can call themselves both witch and cleric are extremely rare. As with druids and sorcerers, more often than not they began their adventuring careers as clerics, and then heard the Call of the Goddess. The Witch/Cleric holds no preference to tradition. In the case where the character starts out as a cleric and then switches to a witch it might be assumed in this case the cleric is worshipping a Goddess and then finds a better way to serve as a witch. Witch/Druid - Witches and druids naturally have many similarities, and thus druidic witches are rare. When this occurs the person was most often a druid before hearing the call of the Goddess. Faerie witches and Classical witches are most likely to become Witch/Druids. Witch/Fighter - Witches often face persecution, and many witches find it necessary to study up on hand to hand combat skills, for should her own mystical power fail, it can’t hurt to know how to hit people where it hurts. Witch Fighters take no real preference to particular Witch Traditions. Witch/Monk - Balanced and highly disciplined, a witch/monk usually seeks true enlightenment and knowledge. Most often, their covens will focus on goddesses of knowledge or purity. The Tantric Witch - seeking to unite body and spirit - are the most likely to become Witch/Monks. Witch/Paladin - The ultimate purifier, a witch paladin serves her goddess with ultimate faith. Wise and skilled, they are not ones to be underestimated. Often other paladins, who sometimes view the witches’ beliefs as blasphemous, will look down upon them. This multiclass has no preference with regards to traditions. Witch/Ranger - Many witches hold an intimate connection with the wilderness. As such, some witches find it necessary to take up arms to protect their beloved wilderness. Faerie witches are the most likely to become Witch/Rangers

On to the Brocken the witches are flockingMerry meet-merry part- how they gallop and drive, Yellow stubble and stalk are rocking, And green corn is merry alive, With the shapes and shadows swimming by, To the highest heights they fly, Where Sir Urian sits on high-Throughout and about, With clamor and shout; Drives the maddening rout, Over stock, over stone; Shriek, laughter, and moan, Before them are blown.

Chorus of Witches from Goethe’s Faust (1808)


he witch rarely walks her paths alone. While hers may be a singular journey, there are always others that wish to take up the road with her. During their adventuring careers the witch may find it necessary, advantageous or even nothing more than interesting, to take up another class. Witches follow the same multiclass rules as other character classes. One thing remains constant, the witch considers herself to be a witch, first and foremost. Given that witches typically begin their training very early in life, all multiclass options are assumed to have taken the witch first and some other class second. Obvious exceptions would be any class that has innate abilities associated with it; the sorceress for example is born with her powers.


In each of these multiclassed arrangements it is assumed that the character was a witch first and then added another class. In every case the player and the Game Master are encouraged to detail a compelling story about the witch’s new class. Did her patron want her to take this extra road? Is there some tome of knowledge that requires another class to understand properly? Has the persecutions of other witches or the innocent demanded that the witch drops her wand and takes up the sword? The possibilities are endless. Specific combinations are dealt with in Multiclass Practices below.


Liber Mysterium: Mystical Paths Witch/Rogue - Some witches tend to be more devious and cunning than others are, and have a nasty habit of landing themselves in trouble. These witches end up with a fair amount of streetwise knowledge. The Lorelei has a natural tendency for the road, so they have a predilection towards this multiclass. Malefic witches also frequently become Witch/Rogues. Witch/Sorcerer - Few people with the “touch” will bother to train both their innate magic and the magic their goddess grants them. Therefore, most witch/sorcerers often began adventuring as sorcerers before hearing the call of the goddess. The Tempestarii and sometimes the voodoo witches are most likely to become a witch/sorcerers. Witch/Wizard Rare but not unheard of, Witch/Wizards have a keen understanding of magic and often an absolute obsession with the arcane. The often have patrons that are Gods or Goddesses of magic. The Tempestarii, Venefica, and Craft of the Wise are most likely to become Witch/Wizards. Witch/Psychic – Psychics and witches share an interesting relationship. They are often confused with each other by an unknowing population. Nevertheless, the demands of both classes are very high and it is difficult to do either class justice. Some witches can develop a random psychic skill, something unrelated to their magic. In most cases this is considered a gift from the patron. Psychic characters may also develop an interest in witchcraft.

Assassin - Most witches have little use for this class, except for the Malefica who delights in pain and murder. A witch assassin could arguably be considered the deadliest combination, for many of the witches spells allow for perfect subterfuge. Blackguard - As with the assassin, Malefica are most likely to become blackguards. Those that do often desire to have a better knowledge of combat than standard witch training allows. Dwarven Defender - The combination of a witch and dwarven defender is nearly absurd. Dwarves naturally have a strong disliking of magical things, with a special disregard to witches. The exceptionally rare witch/dwarven defenders that are found often guard a dwarven community without the knowledge of local government, protecting the community with both brute strength and magic. Loremaster Witches make ideal loremasters, especially those following goddesses of knowledge and reasoning. Witches following the Craft of the Wise tradition are most likely to become loremasters. Shadowdancer Some witches have a strong connection to darkness and shadows; those who do make very good shadowdancers. The Lorelei is most likely to become shadowdancers. Some Malefica also will become shadowdancers.

Witches and Other Classes

There are a variety of new core, variant and prestige classes from many other sources that would be appropriate for the witch.

Witches and Basic Prestige Classes

The witch can gain many benefits from the various prestige classes found in Core Rulebook II. The witch should not feel limited to these classes alone, and these are presented here as suggestions and guidelines rather than hard rules. Arcane Archer - Witches find little use for this prestige class. Those that do are usually dual classed ranger/witches, or an obscure coven taking a philosophical view of the bow.

Multiclass Practices

A multiclass practice is a specific combination of classes, usually core classes, to produce a particular type of character. In this section we will be most interested in the multiclass practices of the witch. Presented here are likely combinations. Of course other combinations may be tried, both with the classes taken and the number of levels taken in each


Liber Mysterium: Mystical Paths enchantment, charm and beguiling. They have five or more levels of wizard specializing in enchantment magic. This witch is most common in the same areas where the Italian Classical Traditions (Benandanti and Stregheria) are found. Some have Tantric or Lorelei backgrounds.

class. The players and Game Masters are encouraged to experiment with these and try new combinations.

Green Witch

The Green witch refers not to the color of the witch or what she wears, but her belief systems. Practitioners known as Green witches are dedicated to preserving the elements of nature. These witches also take on druidic practices as part of their spiritual journey. Most often they split their druid and witch levels evenly, starting out as witches. These witches are most often members of the Classical Traditions, in particular Celtic Classical, but it is not uncommon to see members among the Faerie, the Tempestarii or even an Amazon or two. Green witches are most often Solitaries. They view their religion as one of both witch and druid beliefs. Their patron is the Great Mother Goddess embodied in nature herself. They also revere the God as the Summer Lord. They view nature as both a creative and destructive force; a mother that gives and takes away. Because of this most Green witches remain somewhat neutral in their alignment. Very rarely is an evil Green witch found.

Psychic Witch

In some cultures there are those who have powers, which are not mundane, divine or magical in nature. These few are known as Psychics, Psionic or simply, the Others. Their powers are mental in nature and come from within. Some of these few are also very in tune with the elements of the supernatural and their journey to discover themselves and their. These are the Psychic witches. A Psychic witch is sometimes erroneously called a “Natural” witch. There are many possible combinations of the Psychic witch. This path assumes that the character is able to balance the needs of both callings. Being a witch is a full time commitment, to add psychic powers on top of that is often more punishment than reward. Psychic witches often belong to covens of nothing but other psychic witches.


Among the voodoo traditionalists, none strikes more fear or gains more respect than the Hoodoo, also known as the Hoodoo Man or Hoodoo Lady. These voodoo witches, typically male Houngans, actually begin their lives as sorcerers. Some claim that the blood of powerful Loa or orishas flow though the veins of the hoodoo. If present the hoodoo is always given a special place among the voudounista. The hoodoo must be at least a 5th level sorcerer before becoming a voodoo witch. The hoodoo will most often gain a familiar as a witch rather than a sorcerer. This is only a preference and individuals of course can do as they please. Most hoodoo will take skills relating to herbalism, natural healing, and performance skills such as song and dance, which are an important part of their practices. They will take meta-magical or witch feats that aid them in creating potions. Next to the Venefica, the hoodoo may be the best witch at making potions. Hoodoos believe that magic is a natural extension of their own lives. Their sorcerer’s blood and witch’s training only emphasize and support this. They also look for magic in natural and not supernatural surroundings, such as crossroads. Hoodoos are believed to be able to hex people by driving nails into the footprints they leave behind. Many children learn to sweep up any footprints they leave behind if they believe the Hoodoo Man is around.

Other Witches

The combinations should be endless. There can be witches that take on more magical studies as wizards, others that focus on the religious aspects of witchcraft as witch/clerics, and others still that focus on a particular type of magic, say divination. There are scores, if not hundreds, of names that witches have been called over the course of human history. Each one can be a different type of witch. Here are but a few examples. • Ban Drui – a female druid similar to a witch. • Befana – a beneficial witch from Italy. • Didouri – protective witch from Malaysia. • Fascinatrix – witches that use the evil eye. • Goetia - Greek for witchcraft or sorcery. Adept at summoning spirits, jinn, and elementals. • Kapame – witches of African traditions. • Poudouès – In the Pyrenees region an evil witch known for her foul smell • Praecantrix – A practitioner of magic. • Sadhus – A wise man/woman from India. • Sortilega/Sortiariae Mulier – a witch who also was a diviner. (Witch/Wizard) • Sybil – a priestess that predicts the future. • Ved’ma - Russian for witch, from “to know”. • Wu – witches and wizards of China. • Yama Uba – a redheaded Japanese witch.


The Incantatrix (Incantatur if male) is almost always female. These witches practice the arts of


Liber Mysterium: Mystical Paths Table 3-1: Green Witch Level Progression Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Class Levels Wch 1 Wch 1/Drd 1 Wch 2/Drd 1 Wch 2/Drd 2 Wch 3/Drd 2 Wch 3/Drd 3 Wch 4/Drd 3 Wch 4/Drd 4 Wch 5/Drd 4 Wch 5/Drd 5 Wch 6/Drd 5 Wch 6/Drd 6 Wch 7/Drd 6 Wch 7/Drd 7 Wch 8/Drd 7 Wch 8/Drd 8 Wch 9/Drd 8 Wch 9/Drd 9 Wch 10/Drd 9 Wch 10/Drd 10

BAB +0 +0 +1 +2 +2 +3 +4 +5 +5 +5 +6/+1 +7/+2 +7/+2 +8/+3 +9/+4 +10/+5 +10/+5 +10/+5 +11/+6/+1 +12/+7/+2

Fort Save +0 +2 +3 +4 +4 +4 +4 +5 +5 +5 +6 +7 +7 +7 +7 +8 +9 +9 +9 +10

Ref Save +0 +0 +0 +0 +1 +2 +2 +2 +2 +2 +3 +4 +4 +4 +4 +4 +5 +6 +6 +6

Will Save +2 +4 +5 +6 +6 +6 +7 +8 +8 +8 +9 +10 +10 +10 +11 +12 +12 +12 +13 +14

Special Abilities/Powers Gained Create Talisman, Bonus feat, Witch Spells Nature Sense, Animal Companion, Druid Spells Summon Familiar Woodland Stride Trackless Step Bonus Feat Resist Nature’s Lure Wild Shape (1/day) Wild Shape (2/day) Occult Power Wild Shape (3/day) Wild Shape (large) Venom Immunity Bonus Feat Wild Shape (4/day)

Table 3-2: Green Witch Spell Progression Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 3 3 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6 6

Witch Spells (+Coven Spell) 1 2 3 4 1 1 1+1 1+1 2+1 1 2+1 1 2+1 1+1 2+1 1+1 3+1 2+1 1 3+1 2+1 1 3+1 2+1 1+1 3+1 2+1 1+1 3+1 3+1 2+1 1 3+1 3+1 2+1 1 4+1 3+1 2+1 1+1 4+1 3+1 2+1 1+1 4+1 3+1 3+1 2+1 4+1 3+1 3+1 2+1 4+1 4+1 3+1 2+1 4+1 4+1 3+1 2+1


1 1 1+1 1+1


0 3 3 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 6

Druid Spells 2 3

1 1 1 2 2 2 2 3 3 3 3 3 3 4 4 4 4 4 4 4

1 1 2 2 2 2 3 3 3 3 3 3 4 4 4

1 1 2 2 2 2 3 3 3 3 3


1 1 2 2 2 2 3


1 1 2

Liber Mysterium: Mystical Paths Table 3-3: Hoodoo Level Progression Character Class BAB Fort Ref Level Levels Save Save 1 Sor 1 +0 +0 +0 2 Sor 2 +1 +0 +0 3 Sor 3 +1 +1 +1 4 Sor 4 +2 +1 +1 5 Sor 5 +2 +1 +1 6 Sor 5/ Wch 1 +2 +1 +1 7 Sor 5/ Wch 2 +3 +1 +1 8 Sor 5/ Wch 3 +3 +2 +2 9 Sor 5/ Wch 4 +4 +2 +2 10 Sor 5/ Wch 5 +4 +2 +2 11 Sor 5/ Wch 6 +5 +3 +3 12 Sor 5/ Wch 7 +5 +3 +3 13 Sor 5/ Wch 8 +6/+1 +3 +3 14 Sor 5/ Wch 9 +6/+1 +4 +4 15 Sor 5/ Wch 10 +7/+2 +4 +4 16 Sor 5/ Wch 11 +7/+2 +4 +4 17 Sor 5/ Wch 12 +8/+3 +5 +5 18 Sor 5/ Wch 13 +8/+3 +5 +5 19 Sor 5/ Wch 14 +9/+4 +5 +5 20 Sor 5/ Wch 15 +9/+4 +6 +6 * The1st level Sorcerer Summon Familiar is usually not used.

Will Save +2 +3 +3 +4 +4 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +12 +13 +13

Special Abilities/Powers Gained Sorcerer Spells, Summon Familiar*

Create Talisman, Bonus feat, Witch Spells Summon Familiar Bonus Feat Occult Power Bonus Feat Occult Power

Table 3-4: Hoodoo Spell Progression Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Sorcerer Spells (known) 0 1 2 5 (4) 3 (2) 6 (5) 4 (2) 6 (5) 5 (3) 6 (6) 6 (3) 3 (1) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2) 6 (6) 6 (4) 4 (2)

0 3 4 4 5 5 5 6 6 6 6 6 6 6 6 6

Witch Spells (+ Coven Spells) 3 4 5 6 7



0 1 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1

0 1 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 5+1 5+1


0 1 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1

0 1 1+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1

0 1 1+1 2+1 2+1 3+1 3+1 3+1

0 1 1+1 2+1 2+1 3+1

0 1 1+1 2+1


0 1


Liber Mysterium: Mystical Paths Table 3-5: Incantatrix Level Progression (One of many possible combinations) Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Class Levels Wch 1 Wch 2 Wch 3 Wch 4 Wch 5 Wch 5/ Ench 1

Base Attack Bonus +0 +1 +1 +2 +2 +2

Fort Save +0 +0 +1 +1 +1 +1

Ref Save +0 +0 +1 +1 +1 +1

Will Save +2 +3 +3 +4 +4 +6

Wch 6/ Ench 1 Wch 7/ Ench 1 Wch 8/ Ench 1 Wch 9/ Ench 1 Wch 10/ Ench 1 Wch 10/ Ench 2 Wch 11/ Ench 2 Wch 12/ Ench 2 Wch 13/ Ench 2 Wch 13/ Ench 3 Wch 14/ Ench 3 Wch 14/ Ench 4 Wch 14/ Ench 5 Wch 15/ Ench 5

+3 +3 +4 +4 +5 +5 +5 +6/+1 +6/+1 +7/+1 +8/+2 +9/+2 +9/+2 +9/+2

+2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +5 +5 +6

+2 +2 +2 +3 +3 +3 +3 +4 +4 +5 +5 +5 +5 +6

+7 +7 +8 +8 +9 +10 +10 +11 +11 +11 +12 +13 +13 +13

Special Abilities/Powers Gained Create Talisman, Bonus Feat Summon Familiar (Witch) Bonus Feat Summon Familiar (Ench), Scribe Scroll, Enchanter Spells Occult Power Bonus Feat

Occult Power

Table 3-6: Incantatrix Spell Progression Character Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

0 3 4 4 5 5 5 5 6 6 6 6 6 6 6 6 6 6 6 6 6

1 1 1+1 2+1 2+1 3+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1 5+1 5+1 5+1

Witch Spells (+ Coven Spells) 2 3 4 5 6 0 1 1+1 2+1 2+1 2+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 5+1 5+1 5+1 5+1

0 1 1 1+1 2+1 2+1 3+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1

0 1 1+1 2+1 2+1 2+1 3+1 3+1 3+1 3+1 4+1 4+1 4+1 4+1

0 1 1+1 1+1 2+1 2+1 3+1 3+1 3+1 3+1 3+1 3+1

0 1 1+1 2+1 2+1 2+1 2+1 2+1 3+1



0 1 1 1+1 1+1 1+1 2+1


0 1

0 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4

Enchanter Spells 1 2

0 1 1 1 1 1 1 2 2 2 2 2 2 3 3 3

0 1 1 2 2 2


0 1 1

Liber Mysterium: Mystical Paths

Prestige Classes

Requirements To qualify as a Hermetic Mage, a character must fulfill all of the following criteria. Alignment: Any, but most are Lawful Feat: any metamagic feat. Skills: Knowledge (Arcana): 7 Ranks or Knowledge (Witchcraft): 7 Ranks Alchemy: 3 ranks3 Craft (Alchemy): 3 Ranks4 Spell casting: Ability to cast 5th level spells Special: Speak at least one “dead” language

There are many classes that have associations with the witch. These Prestige Classes are ones that have been associated, for good or ill, with the witch. Any class, witch or Cowan, can take these prestige classes if they meet the requirements. Game Masters should review the section on prestige classes in Core Rulebook II if they wish to add these classes. In every case the game master is invited and encouraged to alter the classes for their own needs.

Spells and the Prestige Classes

Class Skills: The Hermetic Mages’s class skills (and the key ability for each skill) are Alchemy (Int), Appraise (Int), Astrology (Int), Concentration (Con), Decipher Script (Int, exclusive skill), Gather Information (Cha), Knowledge (all skills taken individually) (Int), Meditative Trance (Con), Perform (Cha), Profession (Wis), Scry (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha, exclusive skill).

All of the prestige classes listed here have some association, good or ill, with the witch. Therefore GMs should allow these classes to choose spells from the witch’s spell set. In each case justification needs to be made as to why and how the character gained access to the spell. Hermetic Mages have extensive libraries, Warlocks and Imbolc Mages come from witch backgrounds for the most part and Witch Knights and Witch Finders learn spells to aid their battles.

Hermetic Mage The Mages of the Hermetic Orders are prestige classes in the purist sense. Their lodges are open to anyone who can aspire to their own heights of potential and their secrets are the reward. Their name comes from the Egyptian philosopher-god Thoth, whom the Greeks associated with their own god Hermes. In the world of occult teachings Hermes-Thoth became, Hermes Trimegistos, or “the Thrice-Great Hermes”. This entity is believed to have gained the secrets of the universe and thus became a God, or part of the God Mind. To become a member, a full lodge member must sponsor the Probationer. This lodge member is responsible for teach the Probationer what they need to know to gain an audience with the Inner Lodge, or ruling body. The Inner Lodge will vote on the Probationer’s qualities (a fine opportunity for role-playing and clever Game Mastering). If the Probationer is accepted then she becomes a Neophyte (1st level Hermetic Mage). Neophytes learn from the books of the Lodges libraries. An unsuccessful Probationer may come back in one year’s time for re-evaluation. Members refer to each other as “Frater” brother or “Soror” sister. The head of the lodge is called Pater, if male, or Mater, if female.

The Qabalic Tree of Life While not a hard-fast rule, most lodges are somewhat prejudice of the other humanoid races and generally only seek humans for admittance.

Hit Dice: d4 Hermetic Mages believe that humans have the potential within themselves to know and be all things, in fact becoming like gods. To do this Hermetic Mages require significant intelligence and wisdom.

3 4


Version 3.0 of Core Rulebook I only Verison 3.5 of Core Rulebook I only

Liber Mysterium: Mystical Paths

Table 3-7: Hermetic Mage Progression Class Title Attack Fort Level Bonus Save 1st Neophyte +0 +0 2nd Junior +0 +0 3rd Theoreticus +1 +1 4th Practicus +1 +1 5th Philosophus +2 +1 6th Minor +2 +2 7th Major +3 +2 8th Adeptus Exemptus +3 +2 9th Magister +4 +3 10th Magus +4 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7


Spells per Day

Hermetic Arcana 1 + 1st level arcane spell Hermetic Arcana 2 + 2nd level arcane spell Hermetic Arcana 3 + 3rd level arcane spell Hermetic Arcana 4 + 4th level arcane spell Hermetic Arcana 5 + 5th level arcane spell

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

Spells per Day: The Hermetic continues training in magic as well as his field of research. Thus, when a new Hermetic Mage level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on). This essentially means that she adds the level of Hermetic Mage to the level of some other spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spellcasting class before she became a Hermetic, she must decide to which class she adds each level of Hermetic Mage for purposes of determining spells per day when she adds the new level. For example, Katrine is a 10th level witch and rd 3 level wizard. She decides to join a Rosicrucian lodge. She is sponsored, gains admittance and gains a level of Hermetic Mage. She is now known as Soror Katrine, and is a witch 10, wizard 3, and Hermetic 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/3rd level wizard, if she goes up a level in witch or hermetic mage then she will cast as a 12th level witch/3rd level wizard.

Level: Hermetic Mages make the most use of levels and titles. They will refer to themselves by level number and title. While these can and do vary from lodge to lodge a rough estimate can be used. The title “Probationer” applies to anyone who wishes to join a Hermetic Lodge, but has not yet been accepted. Special: The Hermetic Mage gains special powers at each level of their progression. These special powers, spells or feats are only granted after a ceremony to confer a new level title. So a Hermetic Mage may have enough experience points for their next level, they do not actually become that next level until they complete their ascension ceremony. This ceremony is only symbolic and will differ from level to level and lodge to lodge. Since their screening process for admittance is so exacting, most Hermetic Mages feel that they are above the rest of society as a whole and other characters in general. Hermetic Arcana (Ex): Starting at 1st Hermetic Mage level and every other level after that (3rd, 5th, 7th and 9th) the Hermetic Mage gains access to the Lodge’s vast resources. The Hermetic Mage can add +1 for each level of Hermetic Arcana (+2 for 3rd level, +3 for 5th level and so on) to any knowledge skill check they make that day. This is useable a number of times per day equal to the Hermetic Mage’s class level. For each level Hermetic Arcana the Hermetic mage can also choose a bonus feat they have the prerequisites for. This includes all standard, metamagical and witch feats. Bonus Arcane Spell (Ex): Starting at 2nd level and every even level afterwards (of Hermetic levels) the Hermetic Mage gains a bonus arcane spell. This spell is from whatever arcane spell list the Hermetic has access to (Sorcerer, Witch or Wizard). The spell itself comes from the vast library of the Hermetic’s lodge. This spell can be learned above and beyond any spell slots the hermetic might have, but are treated as any other spell, say for the purposes of meta-magical feats.

Hermetic Mages use the same spell lists as do Wizards. The Hermetic Orders There is no single class of Hermetic Mage, but rather several sub-factions and lodges. Whether they practice Qabala or Enochian magic, all consider themselves part of the Goetia or Order of the Rosy Cross (Rosicrucians). All Hermetics share a common goal: to understand the mind of God – not any god, but the source of all creation, magic and mystery. The variant orders all believe that their version of the truth is the only true one. They differ in the


Liber Mysterium: Mystical Paths written in Hebrew, Latin (or other older language appropriate to your campaign) or common German (or another common language).

means they cast spells and perform magic, to their basic philosophies and beliefs. Although if hard pressed the various lodges will agree that they have more in common with each other than they have differences. Spells taught in the Orders are usually very complex and ritualistic. Therefore it is next to impossible to learn their magic without being a member of the appropriate Order. Even other lodges that have similar backgrounds and skills find it difficult. The base chance for another arcane spellcaster to learn a spell from the Hermetic Lodge’s library is DC 20 + spell level. This is with the benefit of the Spellcraft skill.

Lesser Orders – These orders are smaller in size and/or newer orders. They are typically located in one spot and had limited life spans. Game Masters will need to determine where these smaller lodges are located and what direction might be taking. Golden Dawn – The Hermetic Order of the Golden Dawn (GD) was created during England’s occult revival at the end of the 19th century. Claiming to have roots that date back millennia, the Golden Dawn is a mix of Rosicrucian and Enochian systems with bits of Qaballah and Thelema. Many of its members were also members of other lodges. Heavily influenced by the imagery of ancient Egypt, the Golden Dawn claimed to have in its possession an original copy of the Egyptian Book of the Dead. They were one of the first orders to successfully synthesize the various traditions in to a unified whole, instead of a muddled mess. The Golden Dawn was also heavily influenced by imagery from the Tarot, attempting to align it with various constellations and the Enochian Tree of Life. Members of the Golden Dawn who can read Tarot cards have their own specialized set. This is the quickest way to discern if someone is a member since other lodges and witch covens disdain the use of the Golden Dawn Tarot. Members also use the ritual tools of witches. There are many sub-orders and offshoot orders related to the Golden Dawn, including the Order of the Morning Star and the Order of the Gold and Rose Cross.

Greater Orders – having the largest numbers of devotees and a tradition that dates back centuries. Enochian – Enochians believe that their system of magic was handed down straight from the mind and hand of God, through the great sage Hermes and reintroduced to them thousands of years later by the Archangel Raphael. The Enochians are said to have the true names of all of the demons and angels locked away in their lodges. Enochian magic uses the Enochian language, which makes their spell books impossible to use unless one learns this language. Enochian Neophytes must spend a skill to learn this language or be unable to cast any spells. Goetics – founded by King Solomon the Wise himself. Goetics follow the written history as laid down in the Lesser Key of Solomon. Goetics have been known to converse with angels and summon demons when the need arises. Their magic is very ceremonial and has strict rules of conduct For example, one must not ever wear a head covering when summoning the prince of Demons. Despite of, or because of, that, their lodges are less strict and structured than the other Hermetic Mages. Magical texts are typically written in Latin or Greek (or other language appropriate to your campaign). Qabalists – Maybe the oldest of the Hermetic orders, the Qabalists follow the qaballah, the magical tree of life, an ancient magical philosophy that combines religion, philosophy and science with mysticism and sorcery. The qaballah is a mix of traditional Egyptian Hermeticism and ancient Jewish philosophy. All of their magical texts are in Hebrew (or other language appropriate to your campaign). Qabalisits follow the Qabalic Tree of Life and look for connections in everything to this mystical symbol. Rosicrucians (Order of the Rosy Cross) – The Rosicrucians are the newest of the Greater Orders, only a few hundred years old. Their name comes their founder, Christen Rosenkreuz, a high level Hermetic and priest. They combine the teachings of Qabalists and other Gnostic traditions, with mainstream religions. Texts are

The Rosy Cross


Liber Mysterium: Mystical Paths OTO – The Ordo Templi Orientis, or the Order of the Eastern Temple, was built on the ashes of the original Golden Dawn. It was similar in organization and purpose as the Golden Dawn and shared many of the same members. The OTO had great ties with mainstream Rosicrucian Lodges until many of its members (Aleister Crowley in particular) began to tamper with both sex magic and black magic. Like their Golden Dawn predecessors, the OTO also uses it’s own set of Tarot cards.

formal and full of rote and ritual. After the main ceremony follows a grand feast where matters mundane and magical are discussed. Lesser ceremonies, such as level advancement are also held at the member’s lodge. These ceremonies do not require the full attendance of all members. Most Lodges are located in cities, with the largest cities having many lodges. Lodges are usually clearly marked and identified. Knowing where a lodge is and gaining admittance are two very different things. Philosophy All Hermetic Mages share a certain basic philosophy: That all humans are like unto gods. That by knowing what we are and what we can become, we can become gods ourselves. This philosophy has certain ramifications. First, most Hermetic Mages believe that all the “gods” of the campaign, such as Zeus, Odin, or Ra, were once human themselves. The fact that they are now “god-like” is only a testament to their own belief system. This also generally puts the Hermetic at odds with various clerics and paladins mostly and even druids and other witches to lesser extent. The cleric or paladin, if very pious (as most are), will treat the Hermetic with a –2 penalty with regards to any reaction that requires charisma. Druids and witches, who might have a more flexible viewpoint on divinity, or any other character that might be religious will grant a –1 penalty to the Hermetic. The GM can decide in what situation a –2, -1 or no penalty should be given. Even in cases where the Hermetic is dealing with a non-religious, or irreligious person, the general attitude of the Hermetic will come off as arrogant or egotistical. Clerics, Druids, Witches and Monks who join the ranks of the Hermetic Mages are assumed to have reconciled their version of their religion with that of the Hermetic Philosophy. This is not to say that the Hermetic Mages are irreligious or atheists. On the contrary, many feel that this route is the best way to get in touch with their god.

Thelema – Also a newer order, Thelema (from the Greek, meaning ‘Will’) combines many of the west’s Qabalistic traditions with teaching of great philosophers of the east. This route has become first choice among monks and others seeking spiritual enlightenment through magic. Unlike other lodges, Thelema requires the probationer to be lawful in alignment. Thelema believes that every man and woman is already a god, it is a matter of discovering it into one’s self. Among the lodges, Thelema is the most open with their acceptance of other teachings. Theosophical Society – Predating the Golden Dawn only by a matter of months, the Theosophical Society was founded by Helena Petrovna Blavatsky. A mystic of some renown, Madame Blavatsky combined western occult practices with eastern philosophies. The result was different than what would later occur in Thelelma. The Society encouraged open discussion between all members of society on topic of race, gender, religion and science. The ultimate goal of the Society is to discover all of the interconnections of all of the world religions and science, much like the Qabalic Tree of Life. Like Thelema, the Theosophicalists attract a fair number of monks among their ranks, but also clerics and other seekers of wisdom. Sidebar: The Zohar The Zohar (radiance), or “The Book of Splendor,” is the greatest classic tome of Jewish mysticism. It is a mystical commentary on the Torah, written in Aramaic, and is purported to be the teachings of the 2nd century Palestinian Rabbi Shimon ben Yohai. Legend relates that during a time of Roman persecution, Rabbi Shimon hid in a cave for 13 years, studying Torah with his son; During this time he is said to have been inspired by God to write the Zohar. It is considered to be the greatest of the qabalistic texts. Unfortunately, there is no real mention of this book in any Jewish literature until the 13th century.

“Be thy Mind opened unto the Higher, Be thy Heart a Center of Light, Be thy Body a Temple of the Rosy Cross”.

-Motto of the Hermetic Order of the Golden Dawn

Hermetic Lodges The Lodge is the meeting place, sanctuary and library of the Hermetic Orders. Each order has it’s own lodge. Lodge meetings take place for all members on the Solstices and Equinoxes. Typically this is when new probationers are admitted. The ceremonies are very


Liber Mysterium: Mystical Paths tough and many do not succeed. There is no dishonor in failure, it simply means the prospective was not destined to bear the mantle of the Imbolc mage. If the prospective does succeed, she is filled with the power of the Goddess and is known to all as Lady Imbolc. History records that nearly all Imbolc Mages have come from the ranks of strong witches. Amazon and Celtic Classical traditions being the most representative, but few chaste Tantric witches and a fewer number of Lorelei have served as well. Some druids and sorceresses have also become Imbolc Mages. With the rise of evil becoming greater more Imbolc Mages have been chosen and some have come from nonwitch backgrounds. In most cases the Imbolc Mage will join the Daughters of the Flame (q.v.) coven dedicated to the Goddess Brigit, but the Imbolc Mage works alone and is not considered to be a full member of that coven. Game Masters can choose a coven that suits their game the best.

Imbolc Mage The following fiction and terms are considered Product Identity under the Open Gaming License: “Imbolc Mage,” “Mage of Imbolc” and “Lady Imbolc”. These terms are copyrighted© 2002 by Lisa Countryman. All other information and text is Open under the terms of the OGL. Fiona appeared at Tiernan’s side and pulled him to his feet as she kicked Abaddon in the chest. She had golden hair pulled back in a single braid that reached the middle of her back. Her brown eyes flashed dangerously as she glared at the leader of the coven. “No!” Abaddon yelled as two of his men moved toward her. Fiona drew a hand and a half sword and slashed through the two men’s bellies with a brutal swing. “Go,” she told Tiernan. She shoved him toward his father’s land and turned to face the coven.

Hit Dice: d8

“Who are you?” the boy asked as he backed away.

Requirements To qualify as an Imbolc Mage, a character must fulfill all of the following criteria. Alignment: Any Good. Feat: any metamagic feat, except Spell Kiss. Knowledge (Religion): 7 Ranks Knowledge (Witchcraft): 7 Ranks Spell casting: Ability to cast 5th level spells Special: Imbolc Mages can only be female.

“Lady Imbolc,” Abaddon said calmly. He could see her radiant aura glowing like the sun on a summer’s day. He sneered at the child. “Remember her, boy, for she will not see the sunrise”. Tiernan swallowed with an audible gulp and then spun and sprinted away from the bonfire and ran. The younger warlocks felt their chests tighten and their bodies filled with fear. An Imbolc mage was a powerful force of light, and everything they’d heard told them that they should be running for cover, or begging for mercy; a mortal witch wielding the power of the Goddess.

In order to understand the nature of her foe, the potential Imbolc Mage must have survived an attack from an evil outsider. Note, survived does not mean she won or succeeded in defeating the outsider. Preferences are also made to witches that come from a strong family line of witches and have high wisdom.

Witches speak of Warlocks in hushed tones. Most are disgusted by the betrayers, but more than few also fear them. But there is one witch that even the darkest Warlocks of the Scholomance fear, for she is the righteous fury of the Goddess made mortal. She is the Imbolc Mage. The Mages of Imbolc are so exceedingly rare that every single one has been recorded. Most have died in the pursuit of the Goddesses’ vengeance. Imbolc Mages exist to destroy evil, and they save a special hatred for those who call themselves warlocks. Like becoming witch, one does not chose to become an Imbolc Mage, the Goddess makes that choice. If the witch has the potential to become an Imbolc mage a series of tests and trails are performed by a coven 19 witches trained in the martial use of the sword. The witches who train the prospective are always of the strongest Neutral Good alignment. The test is a small price to pay and only a fraction of the battles the new Imbolc Mage will certainly face. The training is

Imbolc Mages are not made, they are chosen. So the GM and the Player who wishes to play an Imbolc Mage must decide on the particulars of this calling. Were her ancestors powerful witches? Did she have an Imbolc Mage in her family tree? Is there some new evil that requires a new Imbolc Mage be called? What were the circ*mstances with her battle with the evil outsider? Class Skills The Imbolc Mage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (religion) (Int), Knowledge (witchcraft) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skill points at Each Level: 4 + Int modifier


Liber Mysterium: Mystical Paths

Table 3-8: Imbolc Mage Progression Class Attack Fort Ref Will Level Bonus Save Save Save 1st +1 +0 +0 +2 2nd +1 +1 +0 +3 3rd +2 +1 +1 +3 4th +2 +1 +1 +4 5th +3 +2 +1 +4 6th +3 +2 +2 +5 7th +4 +2 +2 +5 8th +4 +3 +2 +6 9th +5 +3 +3 +6 10th +5 +3 +3 +7


Spells per Day

Awesome Presence Favored enemy +1 Bilocate Favored enemy +2 Wild Shape 1/day Favored enemy +3 Ethereal Shift Favored enemy +4 Astral Shift Favored enemy +5, Extended Life

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

Class Features All of the following are class features of The Imbolc Mage prestige class.

Imbolc Mage may wild shape to a small, medium or large creature. Unlike the Polymorph Self spell or Druid ability, the Imbolc mage is restricted to natural animals. She may wild shape to a large dog, a lion or even a wolf, but never a wyvern or an owlbear. Typically the Imbolc Mage chooses one shape and sticks with that. This is a supernatural ability. Bilocate (Sp): The Imbolc Mage can astral project (as the Astral Projection spell) onto the same plane she is currently occupying, in effect being in two locations at once. The projection is semi-real and may do anything the Imbolc Mage could do, including cast spells and assume a Wild Shape. The Imbolc Mage cannot do anything other than rest, though both incarnations are aware and conscious of the others surroundings. The Imbolc Mage may hold this projection a number of minutes equal to her level plus 10, or until the projection reaches zero hit points. Any damage to the projection also damages the Imbolc Mage at one half the amount loss. She may do this once per day. This is a spell like ability. Ethereal Shift: The Imbolc Mage can enter the Ethereal Plane. For spell effects this is the same as if an Ethereal Jaunt spell were cast by a sorcerer of the same level. This may be performed once per day. This is a spell like ability. Astral Shift: The Imbolc Mage can enter the Astral Plane. For spell effects this is the same as if an Astral Projection spell were cast by a sorcerer of the same level. This may be performed once per day and is a spell like ability. Extended Life: Similar to the druid ability Timeless Body, the Imbolc Mage stops aging normally. Her aging is slowed to 75% of what is normal for her race. This supernatural ability also effects magical aging. Though this rarely aids her normal aging since most Imbolc Mages die due to violence rather than age.

Weapon Proficiency: Once becoming an Imbolc Mage, training in the sword begins. Regardless of original class, the Imbolc Mage can choose the sword and attack without penalty. Often the sword becomes the new ritual tool of the Imbolc Mage, replacing the athame. Unlike the athame, the sword is sharp and will be used for combat purposes. Most Imbolc Mages eschew the use of armor since it interferes with their spell casting abilities. Many will have several piece of magical protection in place. Special: The Imbolc Mage gains special powers at each level of her progression. Awesome Presence (Su): At first level, the Imbolc Mage is infused with the power of her Goddess. This supernatural ability has two main effects. First all witches can “see” this presence as a bright aura. Witches that know of the Imbolc Mage will treat her with deference and respect. Enemies, in particular warlocks, can also detect this aura. Any morale checks made by enemies are at a –1 penalty. Natural animals are also calmed by her presence. As a side effect of this change in her aura even the most good and lawful Imbolc Mages will appear to any magical scrying techniques as have a “touch of evil” about them. In all cases anyone who can see auras will see the Imbolc Mage’s aura is blinding bright. Favored Enemy (Ex): The Imbolc Mage gains Warlocks as a favored enemy as per the Ranger ability. All attacks, mundane, magical or martial, are done at a +1 bonus at second level and gain by +1 for every two levels. GMs who wish to have more flexibility or do not wish to use warlocks might extend this favored enemy status to any type of evil witch, wizard or spellcaster. Wild Shape (Su): At fifth level the Imbolc Mage may Wild Shape once per day (take a shape and revert back). The shape maybe to any size that is one step removed from the Imbolc Mage. A medium-sized

Spells per Day: The Imbolc Mage continues training in magic as well as the sword. Thus, when a new Imbolc Mage level is gained, the character gains new spells per


Liber Mysterium: Mystical Paths Name Unknown – In 1883 an eruption of the volcano Krakatoa left the land destroyed. It also left it magically nulled which has some scholars to believe it was an Imbolc Mage.

day as if she had also gained a level in a spell-casting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (new Occult powers, metamagic or item creation feats, and so on). This essentially means that she adds the level of Imbolc Mage to the level of some other spell-casting class the character has, then determines spells per day and caster level accordingly. If a character had more than one spell-casting class before she became an Imbolc Mage, she must decide to which class she adds each level of Imbolc Mage for purposes of determining spells per day when she adds the new level. Generally speaking this will be her highest spell casting class. For example, Fionna is a 10th level witch and 2nd level sorceress. She is called to become an Imbolc Mage and passes the tests. She gains a level of Imbolc Mage. She is now known Lady Imbolc, and is a witch 10, sorceress 2, and Imbolc Mage 1. She opts to continue receiving witch spells, so she gains spells as an 11th level witch/2nd level sorceress, if she goes up a level in witch or Imbolc Mage then she will cast as a 12th level witch/2nd level sorceress. Typically though, the new Imbolc Mage will forgo any advancement in any other class she has and concentrate solely on her advancement as an Imbolc Mage.

Sidebar: The Imbolc Challenge To become an Imbolc Mage is serious business. To be the Goddess’ active and physical force in the mundane world is challenging, dangerous but also very rewarding. Prospectives hear the Call to become an Imbolc Mage much like they did when they were called to be witches. They then must seek out the Imbolc Guardians, a special sect of the Daughters of the Flame coven (see below). These 19 women, all witches with levels of fighter or ranger, will test the prospective. There are three basic tests, intelligence, strength and wisdom. GM are encouraged to devise these tests instead having the player simply role for them. A possible test will be the prospective will face 10 of the Guardians wielding swords. The Guardian will say that she may not pass without their permission. The trick is not to fight with them, but rather ask their permission. This is the test of intelligence, not strength.


“A Bhrigid, scar os mo chionn, Do bhrat fionn dom

Oh, Brigid, spread above my head, your mantle bright to guard me.” - Prayer to Brigit

Imbolc Mages use the same spell list as witches. Historic Imbolc Mages Name Unknown, Date Unknown – Youngest Imbloc Mage called. Was nine years old, but could not control her powers. In her attempt to rid her homeland of marauders she leveled an entire island. Only lived till age 12.

Master of Circles A Master of Circles is a spell-caster who specializes in the use of magic circles, an arcane construct with many uses. Only certain spell-casting classes are compatible with the use of such magic, and so only a handful of classes can become Masters of Circles. Magical circles are normally used as aids in spell-casting, the most common use being to raise and maintain energy for spell use. Circles are also used as a prop to enhance concentration, for protection from harmful magic or beings, or as a focus to imbue with other spells to protect the spell-caster. Masters of Circles are most often witches or wizards, both of which make extensive use of magic circles, and often create permanent circles for their sanctums. Sorcerers are rarer Masters of Circles since they generally do not construct items, though at times do make use of them “in the field.” Most clerics rely on their god for protection and power and so have less need or desire to become Masters of Circles. However despite circles being associated with wizardry and witchcraft, the occasional cleric does take up the profession. Bards and Druids’ magic is the most at odds with the arcane nature of circles and so they have almost no use for this class.

Nemesis - From ancient Greece, at least 500 BCE. Was raped by Zeus (her experience with divine darkness). Became known as the “Assassinator of Gods” and “The Daughter of Night”. Worked as Hera’s hit-woman to punish evildoers. May have been the first Imbolc Mage. Name Unknown – First century BCE. This particular mage destroyed a coven of witches who were using dark magic to control an island community in the Mediterranean. The mage tried to get the coven to leave, but in the end, she was forced to kill them all. Fiona nic Teamhair - Imbolc Mage from around 600 CE Ireland. Helped drive demons from Ireland’s shores. The last known confirmed Imbolc Mage. Joan of Arc (Jehanne Dearc) – Believed by some to have been an Imbolc Mage. Burned at the stake as a witch on May 30th, 1431. She was 19 years old.


Liber Mysterium: Mystical Paths Create Magic Circle: Creating a Magic Circle is a two round operation that first requires the inscribing of the Circle in some manner on the flat, relatively clear surface upon which the caster stands, and then placing Arcane Symbols around its circumference to give it specific qualities. Both part are necessary and part of the overall Magic Circle. To create the Magic Circle, the Master of Circles must make a Craft (Magic Circle) skill check with DC (I am having difficulty establishing a good DC without being too complicated. I don’t want just a set DC) equal to 15 + the level of the Circle desired. This takes one round. Next, they must make a Craft (Arcane Symbols) skill check at a similar DC which also takes one round. Upon successful completion of both checks, a Magic Circle is created with a radius of 5’ + 2’ per level of the Master of Circles. The Magic Circle is a hemisphere that will affect those above the Circle out to its radius, and any trying to enter from beneath it at the plane upon which it was drawn. Magic Circles may only be drawn on immobile surfaces. Magic Circles have a duration of one hour per Master of Circles’ level. Imbue Magic Circle: As a supernatural ability (and not as crafting a magical item), a Master of Circles may cast any known spell into a Magical Circle that will be cast on anyone crossing its radius. It takes one round to so Imbue a Magic Circle. Once the spell is triggered, the magic leaves the Circle and must be reimbued. Imbue Circle I: At first level, only 1st through 3rd level spells can be used. Imbue Circle II: At fifth level, up to 6th level spells can be used. Imbue Circle III: At tenth level, any spell level may be used in this way. A number of spell levels equal to the caster’s Master of Circles’ level can be imbued in a Magic Circle.

Hit Dice: d4 Requirements To qualify to become a Master of Circles, a character must have the following requirements. Skill: Craft (Magic Circle): 5 ranks or Knowledge (Arcana): 5 ranks Feat: Cast Magic Circle, at least one Item Creation Feat Spellcasting: Ability to cast 4th level spells. Class Skills: The Master of Circle’s class skills (and the key ability for each skill) are: Alchemy (Int), Concentration (Con), Craft (Int), Jump (Str), Knowledge (Arcana) (Int), Knowledge (architecture/engineering) (Int), Profession (Wis), Scry (Int, exclusive skill), Spellcraft (Int) See Chapter 4: Skills in Core Rulebook I for skill descriptions. Skill Points at Each Level: 2 + INT modifier. Class Features All of the following are class features of the Master of Circles prestige class. Weapon and Armor Proficiency: The Master of Circles do not receive new weapon nor armor proficiencies. Spells: each time they gain a new level in this class, Masters of Circles gain a level of spellcasting ability as if they had gained a level in their previous spellcasting class. However, they don’t gain any other benefit of that previous class, such as special abilities or bonuses feats. Identify Magic Circle: A Master of Circle’s can identify any magic circle they encounter by making a Knowledge (Magic Circles) or (Knowledge (Arcane) skill check with a DC equal to 15 + the level of Master of Circles required to create the circle. They can also automatically differentiate between an Imbued Magic Circle and true Magic Circles, but must make a skill check to determine the exact nature of either.


Liber Mysterium: Mystical Paths Table 3-9: Master of Circles class abilities Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7



Create Magic Circle, Imbue Circle I Create Permanent Circle Disable Circle Bonus Feat Imbue Circle II Reset Imbued Circle Extend Circle Bonus Feat, Quick Cast Circle Imbue Circle III Craft Mobile Circle

+1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level +1 spell-casting level

Permanent Circle: Most Magic Circles are temporary devices, created with chalk, salt, or scratched into the earth or stone. As such they can often be obscured by wind, debris or the actions of those hostile to the Master of Circles. This ability ((feat?)) allows the Master of Circles to create a permanent circle out of colored tiles, metal wire embedded into the floor, or etched into stone. A Permanent Circle is not constantly powered. In order to activate the Circle, the Master must enter it and then trace the lines. This action only takes one round and requires no Craft: Magic Circle or Craft: Arcane Symbol skill checks. A Master of Circles may have one permanent Magic Circle for every two levels in the class. Disable Circle: A Master of Circles can make an opposed caster level check to dispel the magic of another magic circle she may encounter. Bonus Metamagic Feat: A Master of Circles receives a bonus Metamagic Feat at 4th and 8th level. Reset Imbued Circle: The Master of Circles may use a spell slot equal to that of the spell cast into the Circle to dispel that spell and allow the Master to cast another spell of similar level into the Magic Circle. Without this ability a Master of Circles would have to rebuild the Magic Circle completely. Quick Cast Circle: At eighth level the Master of Circles may simply go through the gestures of creating a Magic Circle and the attendant Arcane Symbols to create a glowing Circle. This only takes one standard action, and a Craft: Magic Circle skill check DC 10 + Level of the Circle. In addition, if the Caster so wishes, the Circle may be Imbued that round as well. Craft Mobile Circle: At tenth level the Master of Circles can Craft a Circle on a mobile surface, be it a wagon bed, a carpet, levitating piece of stone or whatever. This Circle can be a Permanent Circle or not, Quick Cast or not, but in any case adds + 5 to the Knowledge (Arcana) skill check.


By definition, to call someone a warlock implies she uses evil powers, worships demons and devils, and has a sinister, malevolent streak in which she could slaughter a baby, it’s mother, and her own child without batting an eye. A warlock is a spellcaster who has pledged allegiance to a powerful devil or demon, and offered something in return for powerful granted abilities. Often, the warlock will perform the entity’s dirty work. Despite common stereotypes, warlocks can be either male or female. As a spellcasting class, barbarians, fighters, rangers, and monks have little use for taking the Warlock Prestige Class. Clerics and bards are usually too involved in physical activities to take the warlock class, though a few have been known to pop up. Sorcerers, wizards, and witches benefit more than any other class. Paladins represent the opposite of a warlock in nearly every fashion, from skills of focus to alignment, paladins obviously may not become warlocks, though a fallen paladin might opt for the warlock class over the blackguard. Hit Die: d4 Requirements Alignment: Any evil Special: A warlock must be able to cast a minimum of 4th level spells. The warlock must also research a spell that will summon a demon or devil. Knowledge (Demonology): 10 ranks Special, Dark Dealings: A warlock must make a deal with some kind of lower power to begin advancing as a warlock. These dealings can involve anything from the retrieval of any powerful artifacts the demon or devil desires, murdering ones wife and child simply for the demon’s pleasure, or the all too familiar selling of the warlock’s soul. These decisions are usually best left to the GM. The lower power will try and trick the warlock into granting an eternity of servitude in exchange for his powers.


Liber Mysterium: Mystical Paths

Table 3-10: Warlock Progression Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

Attack Bonus +0 +0 +1 +1 +2 +2 +3 +3 +4 +4

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7


Spells per Day

Aura of Menace Dark Blessing Heightened Power +1, Strange Misfortune Malevolent Force Dark Transformation Timeless Body, Heightened Power +2 Spirit Force Evil Circle Wicked Blasting, Heightened Power +3 Total Transformation

+1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class +1 level of existing class

The Dark Dealings are not one time only. Whenever the demon so desires, it may call upon the warlock for services. Often, the first of the dark dealings is greatest in price, but is never the last. Sometimes, the warlock may be conjured to random places at the demon’s whim. A warlock’s debt to the demon is never paid in full. Also, the demon may choose to take away the warlock’s power at any time. If this occurs, the warlock retains the base attack bonus, saving throws, and spellcasting abilities gained as a warlock, but none of granted powers. If the demon is ever destroyed, the warlock loses all power except for those listed above. In this instance, the GM may choose to have one of the demon’s superiors claim “ownership” of the warlock. Class Skills: Alchemy (Int), Concentration (con), Craft (Int), Knowledge (any 3), Profession (Wis), Scry (Int), Spellcraft (Int) Skill Points Per Level: 2+Intelligence Modifier Spells: Warlock use the same spell list as does the witch. Abilities Weapon and Armor Proficiency: Warlocks are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff. Warlocks are not proficient with any type of armor or with shields. All of the following are Supernatural abilities. Aura of Menace: The warlock’s dealings have touched the warlock, and she now exudes a constant evil aura. This acts as the spell cause fear as cast by a 9th level sorcerer. Dark Blessing: The warlock adds his charisma modifier (if any) to his saving throws. Heightened Power: When casting spells against a good aligned creature, the warlock’s magic is stronger, and the number indicated increases the warlock’s spell saves. Strange Misfortune: Wherever the warlock goes, bad things seem to follow. Flowers will wilt, milk

and food will turn bad, small animals run in fear, larger animals will growl, bark and hiss, and babies will cry whenever the warlock is near. This aura is easily sensed by nearly anyone, and grants a +2 bonus to the warlock’s intimidate skill. Unfortunately, this often makes the Warlock’s alignment known to everyone, a Detect Evil spell is almost never necessary to identify the warlock as evil. Malevolent Force: The warlock adds his wisdom modifier to his armor class. Dark Transformation: Vital portions of the warlock’s humanity have been removed for the stuff of the lower planes. The changes are now beginning to have some tangible manifestations. 1: Skin Transmutation: The warlock’s skin turns to a light unnatural color. How the color is chosen is left to the GM, but she may wish to decide randomly. This looks very unnatural regardless of what color is chosen. This grants a +2 bonus to the warlock’s strength score. A Color Spray spell will dispel this ability, though a Bull’s Strength spell will restore it. 1 2 3 4 5 6 7 8

pink light blue light green light yellow light orange light purple light gray dark gray

2: Tail: The warlock grows some sort of tail, roughly 3 feet long. This tail offers no new attacking abilities, but does grant a +2 bonus to the warlocks dexterity score. If the tail is removed, this bonus ceases to exist though a Regeneration spell will restore the tail and hence the bonus. 3. Primordial Regression: The warlock’s arms increase in length, giving the warlock a hunchback-like


Liber Mysterium: Mystical Paths creature) and is now affected by all items that normally affect only demons or devils. Also, as an outsider, the warlock may never be resurrected, though she may be reincarnated. If this happens, the warlock loses the bonus from both Dark Transformation and Total Transformation, though retains other Warlock powers. Second, the warlock’s body undergoes a large transformation, as an extension of the Dark Transformation received at 5th level. Like Dark Transformation, it is up to the individual DM to decide which of these powers are granted. All bonuses supersede Dark Transformation. Optionally, the DM may allow another bonus granted under Dark Transformation instead of the advanced powers of Total Transformation. The warlock is still considered an outsider if this occurs. These powers can still be removed in the same way that Dark Transformation had its power removed; though the warlock is still considered an outsider in these instances. 1. Demonic Skin: The warlock’s skin changes to a sickly unnatural color, the warlock is barely recognizable as human anymore. This grants a +4 bonus to strength, and damage resistance of 5/+1. The warlocks skin color depends on what the warlock chose for the initial transformation.

posture, and a +2 bonus to the warlock’s constitution score. Cutting off one of the warlock hands eliminates this bonus, though a Regeneration spell will restore this. 4. Dead Eyes: The warlock’s eyes die. They are no longer capable of movement, and as time progresses they will rot away. The warlock is still capable of seeing however, and receives a +2 bonus to intelligence. A Heal or Regeneration spell cast specifically on the warlock’s eyes will eliminate this bonus, though it can be restored by casting Harm with the intent to restore this ability. 5. Third Eye*: The warlock grows a 3rd eye in the middle of his forehead. The eye is not capable of actual sight, but does grant a +2 bonus the warlocks wisdom score. Piercing or blinding this eye removes this bonus, though a Cure Blindness spell will restore it. 6. Kinetic Wind: Anything that the warlock is carrying, wearing, and anything else moves about mysteriously as if constantly being encircled by a blowing wind. Other people can not feel this wind, but it does grant a +2 to his charisma bonus. A hold person spell may be cast to dispel this ability, though a Freedom of Movement spell will restore it. Timeless Body: The warlock ceases aging normally. This ability is the same as a monk’s ability. Spirit Force: The warlock applies half of their current charisma modifier (rounded up) to the DC of their spells. If the spellcasters relevant spellcasting score is already charisma, this modifier is still added. Evil Circle: The warlock constantly has a Magic Circle Against Good spell cast on them. This supersedes Aura of Menace. Wicked Blasting: Once per day, the warlock can Empower a spell that is cast against a good target. The spell does not need to be prepared at a higher level to use this ability, nor must it be prepared ahead of time. Total Transformation: First of all, the warlock is now considered to be an outsider (as an extraplanular

1 2 3 4 5 6 7 8

pink turns red light blue turns ocean blue light green turns forest green light yellow turns bright yellow light orange turns bright orange light purple turns bright purple light gray turns completely white dark gray turns completely black

2. Long Tail: The warlock’s tail grows in length. Its length is equal in feet to the warlock’s dexterity (without the warlock modifiers) score. It can be used to pick up things, deliver a whipping attack (1d4 damage), or binding something (as per the feat Improved Grab) and can constrict for 1d4 damage a round. 3. Ancient Body: The warlock’s body becomes even more hunched over in appearance. (-2D6 inches in height) This form grants a +4 bonus to the warlock’s


Liber Mysterium: Mystical Paths constitution score, and the warlock regenerates at a rate of 1 point of damage per round (though if one of the warlock’s hands is cut off, it will not regenerate without a regenerate spell). 4. Face of Death: The warlock’s face completely rots away. The warlock retains his hair and all the other skin on his body, but the face appears mummified. This grants a +4 to the warlocks intelligence score. The warlock is not considered to be an undead with this ability. 5. Eyeskin*: Eyeballs (3D6) appear all over the warlock’s body with the first always appearing in the center of the warlock’s forehead . This grants a +4 to the warlocks wisdom score and the warlock can see from all angles and hence is no longer subject to flanking or attacks from behind. If the first new eye (the one located in the warlock’s forehead) is blinded, all new eyes become blinded and the bonus to wisdom is negated. 6. Winds of Change: The warlock no longer appears even vaguely human. His body and all of his clothing are in constant movement and do not retain any continuous form, even while sleeping. Facial features are completely distorted and flow throughout the warlock’s body, as if his body was a swirling liquid. This grants a +4 to the warlock’s charisma score.

• Warlocks cannot cross an unbroken line of sea salt spread onto the ground. Like witches, warlocks can not be raised from the dead or use the Raise Dead spell. Any attempts, simply fail or work as an Animate Dead spell instead. Sidebar: The Scholomance Witches speak of Warlocks in tones normally reserved for the foulest of garbage or the worst of the sub-human monsters. But there are some warlocks that even the bravest of hearts among the Craft of the Wise dare not speak about. These are the Warlocks of the Scholomance. The Scholomance, or the Dark School as it is also known, lies somewhere in the mountains: some place it in Bulgaria or Transylvania, others claim it is in the Swiss Alps, and even some have suggested that it lies in the American Appalachian. GM’s should choose an appropriate place within their own campaign world. It should be remote and in the mountains. Wherever it lies one thing is agreed on, that the Devil himself holds classes to teach the best and the brightest the darkest of the dark arts. Thirteen will enter but only twelve will leave as the most dangerous warlocks to walk the land. What becomes of the thirteenth is a mystery. Some say the unlucky 13th becomes the Devil’s own personal servant. Others speculate a far worse fate. Warlocks of the Scholomance gain an extra level of casting once completing the school as well access to many dark, evil spells they may never have had access to before. Nevertheless, there is always that 1 in 13 chance that they will be chosen to remain with their master. GM’s should refrain from allow players to have access to Scholomance Warlocks, instead keeping them as very powerful adversaries.

* A warlock may have either Third Eye or Eyeskin but not both at the same time. Restrictions Warlocks have a certain number of restrictions that apply only to them. A warlock can be spotted for what they are with a spot check. This check stacks with the spotter’s Knowledge, Witchcraft skill modifier and is further aided +1 for level of Warlock class the warlock has. The GM has to consider also these points: Is the Warlock avoiding discovery? Who are his enemies– witches, warlocks, Witch-hunters or others? Does his enemy understand how to read the signs? The GM may want to consider what the signs for each individual cult of warlocks are, or that the same signs are universal to all warlocks. Common signs are a flame burning bright blue and milk turning sour in the warlock’s presence. The Warlock is also barred from certain areas. The most common would be holy areas, but not always so. Much like the vampire, the warlock may not be able to enter a personal dwelling or a church, or from certain natural formations such as a cave or a running river. Other possible restrictions: • Warlocks may not tread upon consecrated (Holy) ground. To do so causes the Warlock 2d6+2 points of damage/round • Warlocks are affected by Holy Water, 1d6 hp damage per vial. • Weapons and items of cold wrought iron do double normal damage to Warlocks

Witch Finder “Thou shalt not suffer a witch to live”. Exodus 22:18 The Bible, KJV Abraham Klosterheim was satisfied. Like all present witnesses in the city’s fair, he was happy to see the warlocks burning at the stake. However, only he knew the condemned never had anything to do with demonology, nor any sort of magic. Well, at least not like the onlookers believed it; not like he, Abraham, had sworn during the trial to have witnessed it. But was it an unjust punishment? No, not for Klosterheim. In the eyes of the Witch Finder it was rather a deserved retribution for their hateful behavior. For the peoples now agonizing in the blaze were also witches hunters. Furthermore, they weren’t the cold efficient professional Abraham Klosterheim had become over the years, while pursuing his vengeance. No, they were those heinous, stupid fanatics who had wrongly accused his family years before. These narrow-


Liber Mysterium: Mystical Paths do not reject magic despite “hunting” it. Quite contrarily, as real professionals Witch Finders learn about magic, and how to deal with, or use it. Those fanatical Witch Finders will even insist they can only “fight evil with evil”. Candidates for the Witch Finder trade may come from any class, although only non-good characters may join. For example, some southern desert Barbarians become “wizardslayers” known as Isangoma. Many Witch Finders will come from the rogue or ranger class.

minded murderers had refused to listen to his mother when she had tried to explain she and her daughters were simple, poor peasants with no knowledge of sorcery. The imbecile fanatics who were so proud of murdering innocent women in the name of their god. Today was their turn. Witch Finders make a living at hunting users of magic, and thus will persecute any spellcaster or magical creature, provided they are paid for it. Witch Finders are before all mercenaries, even if the less scrupulous will play on the population’s fears to justify their sometimes criminal trade; or even if some of them are real fanatics bent on destroying all magic, or kill all heretics. Note by the way, that the not so rare Witch Finders who are fanatics bent on destroying “evil” magic-users and heretics for the sake of money, and without any morality (adding to “fiends and witches” anyone whom they take a dislike), are those who gave the profession its bad reputation. Otherwise, several Witch Finders also pursue this trade because of revenge. Usually a warlock, demonologist, or fiend, etc. wronged the Witch Finder in some manner, but wrongdoer need not necessarily be such a base being. For example, the wrongdoers may be those who had one’s family executed for being suspected of sorcery. There was one historical Witch Finder whose own family was accused of witchcraft and killed. He thus became a Witch Finder and went after all of the people who accused his family, and had them executed for witchcraft…. Whenever a community is plagued by a supernatural creature, or fears the wrongdoing of a nearby necromancer, it will typically turn to a Witch Finder to get rid of it. In some other places with intolerant regimes, Witch Finders can make 10 to 50 gp per “witch” turned over to the local magistrate. Otherwise, many a solitary Witch Finder travels the land in search of work, extending his trade to anyone with a supernatural bent, when income is low. Witch Finders are not dissimilar to bounty hunters in spirit, but are nonetheless much specialized in ability. For instance, they

Requirements To qualify to become a Witch Finder, a character must

fulfill all the following criteria: Alignment: Witch Finders may only be of nongood alignments, as they make a living at hunting people, and are often motivated by fanaticism and revenge. Moreover, those who hunt anyone with “magical abilities” without discrimination are always of evil alignments. Base Attack bonus: +4 Gather Information: 4 ranks Knowledge (Religion): 4 ranks or Witchcraft: 4 ranks Feats: Required: None Suggested: Iron will, Track. Special: the character must be have combated magic-using foes before, and also must have somehow suffered from their magic (as determined by the GM). Class Skills The Witch Finder’s class skills (and the key ability for each skill) are: Bluff* (Cha), Concentration (Con), Disable Device* (Int), Gather information* (Cha), Hide (Dex), Intimidate (Cha), Knowledge (Arcana, Local, the Planes, Religion) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive* (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).


Liber Mysterium: Mystical Paths

Table 3-11: Witch Finder Progression Base Fort Ref Will Attack Level Bonus Save Save Save 1st +0 +2 +0 +2 nd 2 +1 +3 +0 +3 3rd +2 +3 +1 +3 4th +3 +4 +1 +4 5th +3 +4 +1 +4 6th +4 +5 +2 +5 7th +5 +5 +2 +5 8th +6 +6 +2 +6 9th +6 +6 +3 +6 th 10 +7 +12 +6 +12

Spells per day Special Turn undead ; Use magical scrolls Sneak attack (+1d6) Bonus save vs. magic (+1) Penetrating attacks (1/day) ; Scribe scrolls Bonus save vs. magic (+2) Sneak attack (+2d6) Bonus save vs. magic (+3) Penetrating attacks (2/day) ; Brew potions Bonus save vs. magic (+4) Sneak attack (+3d6)

0 1 1 1 1 2 2 2 2 3 3

1 — — 0 1 1 1 1 2 2 2

2 — — — — 0 1 1 1 1 2

stack with the Witch Finder’s level for determining its power. This is ability to turn is despite the witch-finder’s alignment. 1st level: Use Magic Scrolls: As the Witch Finders study both magic and practitioners of magic, they learn how to use magic. Although it appears that Witch Finders normally shouldn’t have access to divine magic, Witch Finders can use any magical spell-scroll as if they were of the relevant class and of a level in that class equal to their Witch Finder level. For example, a 5th level Rogue/9th level Witch Finder could cast spells from magical scrolls as if he was a 9th level spellcaster of the appropriate class (9th level cleric for divine spells, and 9th level wizard for arcane spells). This ability is independent of any spellcasting class the witch-finder may also have. 2nd level: Sneak Attack: at 2nd level, Witch Finders gain this special ability of rogues. If they already had it from previous levels, these stack with the Witch Finder’s level for determining its power. At 2nd level they add 1d6 of damage, then 2d6 at 6th level, and 3d6 at 10th level. 3rd level: Bonus Save vs. Magic: the Witch Finder gains a bonus to all their saving throws against spells and magical effects of +1 at 3rd level. This bonus increases to +2 at 5th level, then +3 at 7th level, and +4 at 9th level. 4th level: Penetrating Attacks: this supernatural ability enables the Witch Finder to temporarily improve the efficacy of his weapons against damage-reduction defenses. The Witch Finder must first study his opponent for a full round. Then for the full duration of his subsequent combat against this particular opponent, all the weapons she may use against it will be enhanced with a +1 magical bonus, with respect to overcoming damage-reduction defense only. As such, a non-magical weapon or missile will be able to hit as if +1, then a +1 magical weapon will be able to hit as if +2, etc. Witch

Skills Points at each level: 4 + Int modifier. (* Same skills, new uses: Bluff enables the Witch Finder to entice mobs to participate into witch-hunts – see later–; Gather-information to know about sorcery in the area; Disable-device to better desecrate magical things –see later–; and Sense-motive to determine if an accused witch lies or not.) Class Features All the following are class features of the Witch Finder prestige class: Hit-Die: d8. Weapon and Armor Proficiency: Witch Finders are proficient with all simple weapons, plus one martial or exotic weapon of their choice. They do not gain any new armor proficiencies. Spells: Witch Finders are so focused on magic and its practitioners (even if for the purpose of combating them), that they find useful to learn how to use it themselves. As such, they can cast arcane spells, doing so exactly like wizards (with spell-book, preparation, DCs based on Int modifier, access to any sorcerer/wizard spell, restriction on armors, etc.). Note that when the Witch Finder gains 0 spells of a given level, such as 0 1st-level spells at 3rd level, the Witch Finder gains only bonus spells. A Witch Finder without a bonus spell for that level cannot yet cast a spell of that level, i.e. for the purposes of metamagic feats such extend spell. Spells: Witch finders cast spells as an arcane spellcaster. To better understand the nature of their prey the witch finder has access to arcane spells of witches (no coven based spells). 1st level: Turn Undead: Their combat against not only spellcasters, but also any supernatural creatures, of course lead them to undead (along with evil necromancers). As such, at 1st level, Witch Finders gain the Turn-Undead (but not Rebuke) ability exactly as clerics. If they already had it from previous levels, these


3 — — — — — — 0 1 1 1

Liber Mysterium: Mystical Paths witches, supernatural monsters, and the like, using the Gather-Information skill. • Convincing listeners that a nearby witch, or else, is a threat which must be dealt with quickly: DC=20. Subsequent use of Entice-Mob to also agree to a payment for the job: DC=17. • Convincing the listeners that they should join the hunt, and fight along the Witch Finder: DC=25. If successful, the mob will follow the Witch Finder for 1d4 hours, but will thereafter calm down. Subsequent EnticeMob rolls will be at a cumulative +2 increase in DC to continue. Note moreover, that a mob which participates in such a hunt will want their share of the bounty, and may be much more difficult to convince of a subsequent payment (DC=22). Note: the Witch Finder may only use EnticeMobs against nearby witches and other things she is hunting, or people and things that the people being bluffed do not really know, nor have relationships with. In turn, any successful use of Sense-Motive will unmask the attempt, resulting in a well-produced, adverse reaction with respect to that character. Lastly, the above DC may get some appropriate modifiers according to circ*mstances. New Tool: Witch pricker. This device is used by witch-finders to “test” witches. It is believed that witches have an insensitive area on their bodies that identifies them as a witch. The Witch Finder will then show that a person is a witch by poking them with this small device. The device, witch looks like a small dagger or bodkin is sharp, but has a concealable or retractable blade.

Finders may use this ability once per day at 4th level and then twice per day at 8th level. If the weapon in question is already enchanted then these bonuses stack. 4th level: Scribe Scrolls: The Witch Finder knows that magic is a much important asset when combating spellcasters and fiends. However, the Witch Finder’s own spellcasting capability is somewhat limited. For that reason, as soon as she can, the With-hunter learns to prepare himself in advance. As such, at 4th level she gains the Scribe Scroll item-creation-feat, enabling him to create spell scrolls (see core-rulebooks I and II). Note otherwise that this feat works normally and is independent from the Use Magic Scrolls ability. 8th level: Brew Potions: As for above, at 8th level the Witch Finder gains this Item-creation-feat, enabling him to create magic potions (see core-rulebooks I and II). Class Hindrance Karma: Witch Finders expose themselves to retaliation for their doings. Angry magic-users and wronged peoples (whether they deserved it or not), will try to avenge themselves of the Witch Finder at every opportunity. Of course, this could be the perfect basis for an adventure. Furthermore, as a special hindrance it means that: in all random encounters where there are evil spellcasters or evil supernatural creatures, the encounter will always degenerate into battle. Then, during the combat, the Witch Finder will always be the primary target of the enemies’ attacks. Note that successful use of diplomacy or disguise won’t change this in any way. It’s fate. New Use of Skills: Desecrate Magic (Disable Device): Witch Finders can destroy a place or thing holy to a witch, mage, or cultist, etc. in 2d10 minutes (adjusted as needed). This ability depends on the Witch Finder being able to identify the object in question (i.e. knowing the difference between an Athame and a normal dagger), with use of the proper skill (Spellcraft, etc.). Any object or place so defiled becomes thereafter unusable magically or ritually. The GM as appropriate should adjust DC. Entice Mob (Bluff): The Witch Finder can convince a mob of angry or fearful individuals to support him in his hunt. In fact she knows what to tell to incite the listeners to fear or anger, especially when it comes to simple peasants who “do not know what lies beyond the next hill”. Thus the Witch Finder could convince them to tell him who has supernatural powers in the vicinity; then that such character or creature is certainly a threat; and so that they must help (and pay) him to get rid of it. A much persuasive Witch Finder could even go as far as convince them to accompany him on the hunt. • Telling about evil witches stories and the like to somehow frighten the listeners: DC=12. If successful gives a +2 bonus to get some information about nearby

Sidebar: Mathew Hopkins, Witch Finder General Of all of history’s witch hunters, none are more famous, or infamous, as Matthew Hopkins. It is claimed that in one year alone, 1645 to 1646, he sent more “witches” to the gallows in England than any one man before or since. He was named “Witchfinder General,” by the Church of England and given the support of the courts. An accusation from Hopkins usually meant a death sentence. He is believed to be responsible for the torture and deaths of several hundred accused witches before his own death in 1646.

Witch Guardian While the witch is perfectly capable of defending herself and her own, sometimes it becomes necessary for arms to be taken up in defense. This defender of the coven is known by many names but all are generally known as witch guardians. “Witch guardian” is a broad term used to describe those that devote their lives to defending witches and their faith. They can come from the ranks of the coven themselves, or they may be from another class,


Liber Mysterium: Mystical Paths called to serve the Goddess in their own way, with arm, sword and spear rather than by bell, book or candle. While there are a variety of types of witch guardians, they all share some things in common. The witch guardian defends and protects witches. She is usually the same general alignment as the coven, but many tend to be more lawful. In many ways the witch guardian sees herself as fulfilling the same role as a paladin might. Witch guardians are considered to be part of the coven, but do not take part in coven duties. For example the Imbolc Guard that protects the Daughters of the Flame are not required to tend the sacred flame, though many still do. Some witch guardian groups also are almost a tradition of sorts themselves. The Waelcyrie are one of the oldest groups of witch guardians known and they will protect witches of all traditions and covens. Witch guardians do not actively seek out those who oppose the witch’s faith, but are prepared to defend their charges. The witch guardian has both martial weapons and magic at her disposal. The covened witch guardian will stand guard and protect the coven while they perform their rituals and ensuring the safety of all members.. The witch guardian will then, either in private or with the coven’s high priestess, perform her own rituals. In covens with more than one guardian the high priestess will often perform a second set of services. It is understood by all that the Patrons excuse the guardians from these normal ritual duties because of the important roles they serve. Witch guardians also will protect places of power from desecration or may even be assigned other duties such as protecting an important artifact or even a single witch in particular. For those who are not part of coven travel around seeing the world and ensure that places of power they find are free of contamination, infestation and desecration. Witch guardians feel an urge to protect witches and the faith. It might be a calling from the Goddess, but guardians never divulge why they took up their duty. An apprentice witch guardian needs to take instruction from

a more experienced one for three months before they are eligible for the initiation into the tradition. The initiate’s instructor (known sometimes as an “Advocate”) and three other experienced guardians must be present to invest the initiate into the tradition. If a coven does not have four experienced guardians, the required amount are summoned by the Patrons when the rite is to take place, to ensure that another joins the tradition. These guardians usually do not stay with the coven. During the rite of investment the apprentice decides to join the witch guardians, or continue in their chosen class. The only time a witch guardian leaves this tradition is through death. If they become disillusioned in witchcraft itself, they must also leave the class. All supernatural and spell-like abilities learnt are lost (as they are provided by the Patrons) as well as access to the witch spell list. First and foremost the witch guardian lives to protect the lives of the witches in her charge. Most would rather die than allow any harm to come to the coven. Hit Dice: d8 Requirements To qualify as a witch guardian, a character must fulfill all of the following criteria. Base Attack Bonus: +5 Knowledge (Witchcraft): 4 ranks Spellcraft: 4 ranks Wilderness Lore: 2 ranks Feats: Weapon Focus (weapon will depend on what type of guardian they become), may be taken at 1st level of Witch Guardian. Class Skills The witch guardian’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (Religion) (Int), Knowledge (Witchcraft) (Int),Move Silently (Dex), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Wilderness Lore (Wis). Skill points at Each Level: 4 + Int modifier. Class Features All of the following are class features of witch guardian prestige class.


Liber Mysterium: Mystical Paths Favored Enemy (Ex): At 6th level, a guardian may select a favored enemy like that of a ranger. These will be enemies that threaten the coven directly and are generally not class of enemies per se. They might be another coven, a group of evil sorcerers, a local church or even a cult of warlocks. The witch guardian gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, she gets a +2 bonus on weapon damage rolls against such creatures. At 8th level the witch guardian may choose another favored enemy or choose the same one to increase the bonuses to +4. Hex Mark of Warding (Su): At 8th level the Witch Guardian can scribe a magical rune onto a door, wall, tree, or other stable object denoting their protection of that area. If any enemies to the Coven or place of power the Witch Guardian is pledged to protect come within level yards of the mark, the Witch Guardian may make a Spot Roll DC 20 – the number of enemies to be alerted to their presence and numbers, but not exact nature. A Witch Guardian may have up to one Hex Mark of Warding per 2 levels in the Witch Guardian class. So a character with 8 levels of Witch Guardian may have up to 4 Hex Marks working at one time. Distance is unlimited as long as the Witch Guardian is still on the same plane as the Hex Mark. Spells per Day: The witch guardian has a limited ability to cast witch spells. If she came from a spell casting background before (say for example witch or ranger) these spells are in addition to ones she already knows. The witch guardian uses the same spell list as witches.

Weapon and Armor Proficiencies: A witch guardian is proficient in all simple weapons, plus 6 martial weapons of her choice. She may choose to swap any 2 martial proficiencies for 1 exotic proficiency. Proficient in all light and medium armor. Note: The abilities gained by Nature’s Gift are only useable with light armor. Weapon of Choice (Ex): The witch guardian gains a weapon of choice. The type of guardian they become often determines this weapon. The Patron they serve or the coven they protect can also put restrictions on this weapon. This is also the weapon the would-be guardian chooses for her Weapon Focus feat. See descriptions below. This weapon gains an enchantment of +1 at first witch guardian level and then an extra +1 every other level of witch guardian (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level of witch guardian). Unlike magic weapons created by normal means, the guardian need not spend experience points or gold pieces to accomplish this task. However, a guardian’s enchanted weapon only functions for her, not even other guardians of the same coven. Deity’s Gift (Su): The witch guardian is the defender of all witches and places of power, and they often come across spellcasters who wish to destroy all they hold dear. Because of this, they are granted a +2 divine bonus to saving throws against magic. This ability increases to +4 at 4th level (and is not cumulative with +2 already granted). At 7th level this bonus is applied to all allies in a 20-foot radius as well as all inanimate objects, including all items on the body of the guardian and her allies, within the area. The guardian herself still has his +4 bonus. At 10th level the area is increased to 40 foot radius. Note if they are more than one 7th level witch guardian within a 20 foot area, the bonuses do not stack as they are the same type of bonus. Detect Witch’s Foe (Sp): This supernatural ability gained at 2nd level is similar to the Detect Evil ability of Paladins. However it only finds those who wish to harm a witch, a place of power, or the witch guardian herself. Nature’s Gift (Ex): The fighting style of the guardian emphasizes agility and reflexes over strength as well as the duality of the God and the Goddess. As such, when a guardian fights with no armor or in light armor they gain the benefits of Ambidexterity and Two Weapon Fighting feats. If they already have both these feats, they may instead choose two from the following list: Improved Initiative, Lightning Reflexes, Combat Reflexes, Dodge, Mobility, Spring Attack, Improved Two Weapon Fighting, Run, Point Blank Shot, Shot on the Run, Evasion, Uncanny Dodge.

Witch Guardians There are many types of witch guardians that vary by exact role, traditions raised in, or covens they protect. Each coven could theoretically have their own unique style of witch guardian, but some larger groups are described below. What sets most apart are their weapons of choice, duties to the coven and their philosophies. Huntresses of Diana. These guardians are most common among Classical Greek and Amazon traditions. Like the Amazons, they honor Diana and like their Goddess all Huntresses must be chaste and physically fit. They opt for no or very light armor and their weapon of choice is the bow. The Huntresses protect not only their covens but also the natural areas in which the witches live. The huntresses will kill most intruders on sight, especially men. This is not in contradiction with their alignments since this is the interpretation of their Goddess’ will. Most good aligned huntresses will attempt not to kill and instead try to get most intruders to leave via magic or trickery.


Liber Mysterium: Mystical Paths Table 3-12: Witch Guardian Level Progression Level

BAB +0

Fort Save +0

Ref Save +2

Will Save +2

1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

+1 +2 +3 +3 +4 +5 +6 +6 +7

+0 +1 +1 +1 +2 +2 +2 +3 +3

+3 +3 +4 +4 +5 +5 +6 +6 +7

+3 +3 +4 +4 +5 +5 +6 +6 +7

Special Weapon of Choice (+1), Deity’s Gift (+2) Detect Witch’s Foe, Nature’s Gift Weapon of Choice (+2) Deity’s Gift (+4) Weapon of Choice (+3) Favored Enemy Weapon of Choice (+4), Deity’s Gift (+2 20’ rad) Hex Mark of Warding Weapon of Choice (+5) Deity’s Gift (+2 40’ rad)

A related group are the Huntresses of Mabd, who perform the same function for Faerie traditions. Imbolc Guard. These guardians are assigned by Brigit herself to protect the witches of the Daughters of the Flame coven. The Imbolc Guard are also charged with the task of training and aiding the Imbolc Mage (see above). Their weapon of choice is the sword. Often these are smaller swords designed to be easily concealed, and they will always be of masterwork quality. Like the witches they protect, the Imbolc Guardians number 19. Smaller covens have fewer Guardians of course. When not charged with protecting the coven or the Imbolc Mage the Guardians will be training or aiding in the tending of the sacred flame. Waelcyrie. These guardians are one of the oldest groups of witch guardians known. The Waelcyrie can be found protecting any type of coven or tradition. They are also most likely to be found wandering from coven to coven providing their aid or protecting places of power. The Waelcyrie can choose any weapon of choice and wear any type of armor (spell casting restrictions still apply). Waelcyrie will only protect witches of same, or similar alignment. War Witch. These guardians are always women. They began as a group of warrior women known as Wild Women that protected druid groves and many still do, even though the Wild Woman predates the druids by millennia. A fair number have also lent their spears to protect witch covens. Consequently they tend to be associated most with Celtic Classical and Craft of the Wise traditions. Their weapon of choice is always the spear. Often they are recognizable by the black leather breeches they opt to wear. Not only do they disdain the use of armor, but also most will enter battle either topless or completely nude. This is done for the same reason that Celtic men will paint their bodies, to distract and incite fear in their opponents.

Spells per day 0 1 2 3 3 0 3 3 3 3 3 3 3 3 3

1 2 3 3 3 3 3 3 3

0 1 2 2 3 3 3 3

0 1 2 2 3


0 1

Witch-Knight The witch-knight is a holy-warrior devoted to what is commonly referred to as the Dark Arts - these being most commonly divination, spirit channeling, future reading and charm making - and beings of power, which support such activities. They are either the chosen defenders of ancient religions or power-mad warriors who have sold something of themselves for sorcerous power. Witch-knights follow a mystic and arcane religion and channel the power of a spirit or deity of magic and the esoteric. Like all witches and servants of such powers, they are gifted with unique abilities, an inherent talent for magic, the ability to see spirits and similar powers that mark them as different from others in society. Whether feared outcasts or noble warriorsorcerers, witch-knights combine both traditional combat and magic on the battlefield as well as during knightly competitions, thus aggressions between witch-knights may result in a spectacular battle of sword and sorcery. Hit Dice: d8 Requirements To qualify to become a witch-knight, a character must fulfill all of the following criteria: Alignment: To reflect their dedication to a cause or king and their status as knights (not merely warriors or soldiers), witch-knights must be lawful, but their stand on good and evil is determined by the nature of the arcane power that they serve. Base Attack Bonus: +4 Skills: Knowledge (Arcana): 8; Knowledge (religion): 8


Liber Mysterium: Mystical Paths their patron’s temperament and interests. The witchknight receives one bonus spell per spell level each day from their chosen domain. Also like witches, witch-knights do not gain domain based abilities or powers. Sixth Sense: Due to their natural psychic abilities and the whispers of the spirits that surround them, the witch-knight is never caught flat-footed. This is a supernatural ability. Armored Casting: Beginning at 2nd level, the spirits the witch-knight serves show favor to their chosen champion and grant him the ability to cast spells without the normal penalties induced by wearing armor, including full plate. This is a supernatural ability. Inscribe Item: At 2nd level and beyond, a witch-knight is able to use arcane sigils, runes and symbols to permanently etch spells upon objects. Items such as their sword, armor, cloak and shield are often decorated in this manner. The process and costs to do so are similar to the creation of spellscrolls, and function similarly when complete. A spell so inscribed can be cast from the object as though cast from a scroll, using up the arcane power stored in the inscription. After being used, the inscribed spell cannot be cast again until arcane power is reinvested within it through a special ritual. For all mechanical purposes this ritual is treated as if the witchknight were scribing a new scroll, including the time necessary to complete it and the costs of doing so. An object can hold only one spell inscription at a time, and once inscribed, the item can only be enchanted with that spell until the inscription is physically removed. In the case of a masterwork item, the quality is such that it is able to two separate inscriptions at once; while in the case of a magical item, it can hold one extra inscription per plus or special ability (masterwork, quality) of the item. This is an extraordinary ability.

Special: A yearly sacrifice of magic is required for any witch-knight to reconfirm their pact with the spirits and powers she serves. This sacrifice requires either the actual, willing destruction of a magical item owned by the character in a special ritual meant to release the energy to the spirits, or the gifting of the item to a witches’ coven, which serves the same patron. Further, at the appropriate times of the month and year, witch-knights must perform the religious and magical rituals necessary to appease the spirits and powers that they follow. Class Skills The witch-knight’s class skills (and the key ability for each skill) are: Alchemy (Int), Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Ride (Dex), Scry (Int), Spellcraft (Int), and Use Magic Device (Cha). Skill Points at each level: 2 + Int modifier. Class Features All of the following are class features of witchknight prestige class. Weapon and Armor Proficiency: Witch-knights are trained to use all simple and martial weapons, and all types of armor (heavy, medium and light) and shields. Spells: Witchknights can learn spells of up to 5th level from their patron. Though divine in origin, these are considered arcane spells for the purposes of memorization, casting and the maximum number of any level that may be known (and cast). The witch-knight gains bonus spells due to a high Charisma, as their patrons find them (rightly or wrongly) more reliable and dedicated. Witch-knights use the same spell list as witches. Arcane Dominion: Like the witch, the witchknight gains access to coven spells: divine spells from one of three domains; this domain must be chosen at 1st level from among the three domains available. The domains to which they can gain access depends upon


Liber Mysterium: Mystical Paths Forge of Magic (Ex): Beginning at 3rd level, and every three levels afterwards, the witch-knight gains one of the following feats that she does not already know and has the prerequisites for: Create Talisman, Craft Magic Arms and Armor or Forge Ring. Imbue Companion: A 4th level witch-knight with a familiar, special mount or companion animal is able to bestow upon it either the Celestial Infernal or (one of) the Elemental templates, dependent upon the alignment and nature of the spirit the witch-knight serves. Should the witch-knight not have a familiar, special mount or companion animal, or should the current one die, upon securing another she may bestow upon it the appropriate template. If the witch-knight has more than one of these, they may only choose one of them to bestow the template upon. This is a supernatural ability. Sorcerous Smite: Beginning at 4th level, the witch-knight gains the ability to channel arcane energy into their blows. By making a normal melee attack and sacrificing a prepared spell (of any level), the witch-knight can smite an enemy with arcane energies conducted through their weapon or hands, adding one point of additional damage

equal to their level as a witch-knight on a successful strike. Creatures with spell-resistance (or similar) can avoid this damage with a successful check. If the attack misses, the sacrificed spell is still used up. This is a supernatural ability. Spirit Shield (Su): The witch-knight gains the protection of spirits hovering invisibly in the air around them. This reduces damage done to him by outsiders and by magic by one point at 5th level, increasing by one point for every three levels after that. Familiar Investment (Su): When she attains 7th level, the witch-knight is able to bless his familiar with the ability to cast one Coven spell per day. This spell can be of any level available to the witch-knight from any of his patron’s domains and does not count against the witch-knight’s own limits for the day. As this is a spell channeled from the spirits through their familiar, the GM chooses what the spell is and if it is cast, though the witch-knight may request a spell be invoked on his behalf. Witchery (Su): Thanks to the divine inspiration of their patron and the unseen arcane manipulations of their familiar spirit, three times per day a witch-knight may add their Wisdom modifier (if positive) to any roll.

Table 3-13: Witch-Knight Progression Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th

BAB Fort. Save +1 +2 +2 +3 +3 +3 +3 +4 +4 +4 +5 +5 +6 +5 +6 +6 +7 +6 +8 +7

Ref. Save +0 +0 +1 +1 +2 +2 +2 +3 +3 +3

Will Save +1 +1 +2 +2 +2 +3 +3 +3 +4 +4

Special Arcane Dominion, Sixth Sense Armored Casting, Inscribe Item Forge of Magic Imbue Companion, Sorcerous Smite Spirit Shield 1/-Forge of Magic Familiar Investment Spirit Shield 2/-Forge of Magic Witchery


Spellcasting 1 2 3 0 1+1 1+1 0 2+1 1+1 2+1 1+1 0 3+1 2+1 1+1 3+1 2+1 1+1 4+1 3+1 2+1 4+1 3+1 2+1 5+1 4+1 3+1



0 1+1 1+1 0 2+1 1+1

Liber Mysterium: Mystical Paths

NPC Class – The Hedge-Witch

Class Skills: The hedge-witch’s class skills (and the key ability for each skill) are Alchemy (Int), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually), Knowledge (Witchcraft) (Wis), Profession (Herbalist) (Wis), Profession (Midwifery) (Wis), Scry (Int, exclusive skill), Spellcraft (Int), and Survival (Wis) [Wilderness Lore (Wis)].

The Hedge Witch is completely derived from the Adept NPC class from the System Reference Document. The Hedge-Witch is a person, usually female, that follows some of the practices of the witch, but has not been initiated into a formal tradition or coven. The Hedge witch is also not as concerned with the religion of witchcraft per se, but individuals can vary. Hedge-witches may only be NPCs. Player Characters should always choose the witch class. In games where witches are common, hedge-witch offer a change of pace. Hedge-witches can be used right along with Adepts, but the two classes are so similar it is usually best to choose one or the other. The hedge-witch combines arcane and divine skills along with a store of practical knowledge to aid those in need. Somewhat akin to adepts, druids and other witches, the hedge-witch is most often found in rural areas. These witches often serve the role of an area’s midwife, doctor, priest and wizard. She can be called on for her spells or even more mundane potions. These witches are often not persecuted as are other witches because the area’s in which the hedge-witch live come to rely on her in one way or another. Good hedge-witches use this relationship to help those that are her neighbors, evil ones, though rare, attempt to exploit these relationships. Unlike a full witch, the hedge-witch does not have any formal training in a tradition or belong to any covens. They do have access to the skill Knowledge (Witchcraft), but GMs have to determine how the hedgewitch came across her knowledge. Most, if not all, hedge-witches practice their craft in the comforts of their homes. Lacking a formal coven and covenstead, the hedge-witch works in the area that suits her skills the best, the kitchen. With access to all manner of mundane spices, cooking utensils and books, the kitchen of a hedge-witch rivals that of a starting alchemist. Would be witch hunters barely look twice at a woman cooking in her own kitchen with herbs from recipes. She could be preparing a healing potion or she might just be making chicken soup, or both at the same time. This has given rise to another common name for this type of witch, the kitchen witch. A hedge-witch rarely advertises her status as a witch. Not that they overly fear persecution, they just do not see anything special with what they are doing. To them, magic is an extension of the natural world, and therefore no different than anything else, it just what you know about it.

Skill Points at 1st Level: (4 + Int modifier) x 4. Skill Points at Each Additional Level: 4 + Int modifier. Weapon and Armor Proficiency: Hedge-witches are skilled with all simple weapons. Hedge-witches are proficient with neither armor nor shields. Spells: A hedge-witch casts arcane spells, or what is typically known as Thaumaturgy (low magic). She is limited to a certain number of spells of each spell level per day, according to her class level. Like a witch, a hedge-witch may prepare and cast any spell on the hedge-witch list, provided she can cast spells of that level. Like a witch, she prepares her spells ahead of time each day. The DC for a saving throw against a hedge-witch’s spell is 10 + spell level + the hedge-witch’s Wisdom modifier. Hedge-witch, unlike wizards, do not acquire their spells from books or scrolls, nor prepare them through study. Instead the hedge-witch learns her magic rote from a teacher, such as mother to daughter. Most magic is learned as a skill like cooking or weaving. Each hedge-witch must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. This can be a restful time or it can be spent doing “mundane” housework. For example many hedgewitches use common mnemonic devices incorporated into their daily tasks to recall spells, such as sweeping the floor aids in protection spells or preparing herbs aids in healing spells. Time spent resting has no effect on whether a hedge-witch can prepare spells. Hedge-witches do record their ritual ceremonies in books; much like a witch’s Book of Shadows, save that a hedge-witch’s book is not magical. Most hedge-witch books look like any other recipe book a housewife might keep. When the hedge-witch gets 0 spells of a given level, she gets only bonus spells for that spell slot. A hedge-witch without a bonus spell for that level cannot yet cast a spell of that level. Bonus spells are based on Wisdom. Each hedge-witch has a particular ritual tool (as an arcane focus) depending on the hedge-witch’s magical tradition. Most common will be items that can be found in a normal home, such as a caldron, wand or cup.

Alignment: Any, most often good or neutral. Hit Die: d6.


Liber Mysterium: Mystical Paths Familiar: At 2nd level, a hedge-witch can call a familiar, just like a sorcerer or witch can. The hedge-witch can use the same list of familiars that the witch uses, but they will not opt for outsiders (imps) as a familiar.

5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone. 6th level – control water, find the path, greater dispelling, healing circle, wall of stone

Spell List Hedge-Witches choose their spells from the following list. 0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue. 1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep. 2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web. 3rd Level: animate dead, bestow curse, contagion, continual flame, create poppet, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues. 4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.

Learning Witch Spells A hedge-witch with access to a witch’s Book of Shadows may attempt to learn any witch spells listed. They need to make the same checks that a wizard might save they do gain an additional +1 to learn the witch spell given the similar backgrounds of the two practices. The penalty to learn witch spells by a hedgewitch is –4 and plus –1 per witch spell level to all checks, thus a 6th level witch spell would be at –11 to learn. Ranks in Knowledge (Witchcraft) will reduce this by one per rank. The skill Knowledge (Witchcraft) is discussed in detail in Chapter 4: Skills and Feats. Witches and Hedge-Witches Typically Witches and hedge-witches view each other well. Witches will view hedge-witches as their somewhat less fortuneate “country cousins”, even by Classical witches. Hedge-witches wonder why the witch puts so much emphasis on religon when she can serve the Goddess just as well in her own personal way. Any hedge-witch can be invited to join a coven and then progress as a witch. Many do not since they feel that their practice is just as valid as that of covened witches.

Table 3-14: The Hedge-Witch NPC Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th

Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5

Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6

Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12

Special Summon familiar


0 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

1st 1 2 2 2 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3 3

Spells per Day 2nd 3rd 4th 0 1 1 2 2 0 2 1 3 1 3 2 3 2 0 3 2 1 3 3 1 3 3 2 3 3 2 3 3 2 3 3 3 3 3 3 3 3 3 3 3 3



0 1 1 2 2 2

0 1

Liber Mysterium: Skills and Feats

Chapter IV: Skills and Feats

Empathy as a cross-class skill. Note: Under Core Rulebook I, Version 3.5 Animal Empathy is no longer a skill. Balance: Any bonuses in balance can aid a witch while standing on a broom in flight. Bluff: A cross-class skill, it can be used to keep the witch out of trouble by convincing others she is not who she appears to be. Craft: The witch uses this skill to make any items she needs: mundane, ritual or magical. Craft (Magic Circle): This skill gives the knowledge and skill to scribe a magic circle, either permanent or temporary. This skill does not imbue the circle with power, a spell is still required to do that. Note: This can be used to give a different feel to the creation of Magic Circles. GMs can choose instead to use Knowledge (Arcana) instead. Disguise: A cross-class skill for the witch, it can be used in conjunction with a minor illusion or glamour to hide the witch’s identity. Knowledge (Arcana): The witch knows the background of her own magical practices and that of others (wizards, clerics, sorcerers). Can provide other with knowledge of the magical practices of the witch, but not on their religious practices. The Knowledge (Arcana) also allows the spellcaster to identify and construct magic circles, but won’t empower them with magic. DC Task 10 Identify Circle 15 Scribe Circle 20 Scribe Combined Circle Knowledge (Religion): The witch knows not only the background of her religion, but others as well. Can provide others with the basic tenants of the witch’s religion, but not background on their magical practices. Profession: The witch can use many of her skills to earn a living. Witches often learn a trade as a local alchemist, healer, mid-wife, or even scholar. Ride: In this case the skill is Ride, Broom. The chosen mount is the witches’ Broom. This skill can be taken for use of various mounted combat feats. The skill required to ride, and fight, from a flying broom stick is different than the skill needed to do the same from the back of a horse. Note: Under Core Rulebook I, ver 3.5 the skill Ride covers all mounts. Spellcraft: Normally used to identify spells or magical effects in place this skill can also be used to identify naturally occurring magically charged areas, such as ley lines. This is useful for the placement of covensteads. Wilderness Lore: For covens that prefer “sky-thatched” covensteads this skill allows them to locate the best outdoor location.

O well done! I commend your pains; And every one shall share i’ the gains; And now about the cauldron sing, Live elves and fairies in a ring, Enchanting all that you put in. Hecate Macbeth, Act 4, Scene 1


o witch lives by magic alone. The witch, while embroiled in many supernatural elements, is firmly a creature of this world. To get along in this world the witch, just like everyone else, learns a few skills and feats.


The witch may learn a variety of skills as she progresses in level. Some of the skills have been designed with the witch in mind and work best exclusive to that class (Tantra). Others are more general (Seduction, Yoga). For more information on choosing skills and other skills please refer to Core Rulebook I. New skills are marked with an asterisk (*) and are detailed below. Game Master’s may choose to open up which skills can be used by other classes, but care should be taken. As the rogue class has many skills that are unique and special to it, so does the witch.

New Uses for Old Skills

The following skills are listed in Core Rulebook I, the witch my opt to use these skills in new ways. Some of these skills are cross-class skills for the witch.

Alchemy: All Witches have access to and practice alchemy to some degree. The witch can offer her alchemical concoctions for sale. The witch can also make herbal healing remedies. These concoctions may be drank, but are typically rubbed onto the wound. These are limited in use and cure only 1d4 hp of damage per use. The base DC to make these herbals is 15. This check can be stacked with any bonuses from skills in Healing and Profession, Herbalism. Note: Under Core Rulebook I, Version 3.5 Alchemy (Int) becomes Craft (Alchemy) (Wis). Animal Empathy: Witches are rumored to keep numerous animals. Some are familiars, but most are domesticated wild animals. Witches can take Animal


Liber Mysterium: Skills and Feats Table 4-1: Witch Skills The witch’s class skills and the key ability for each skill are Key Ability



Int Wis Con




































Sense Motive









Wilderness Lore5 Survival Yoga*


Wis Wis Con

Skill Alchemy5 Craft (Alchemy) Concentration















Knowledge (Arcana) Knowledge (Demonology)* Knowledge (Nature) Knowledge (Religion) Knowledge (Witchcraft)* Meditative Trance* Profession (General) Profession (Fortune Telling)* Profession (Herbalist)* Profession (Midwifery)* Scry5

* New Skill † Class Skills ‡ Cross Class Skill Skills in italics are updated for Core Rulebook 3.5 5

x You can’t buy this skill

Version 3.0 of Core rulebook I only.




Liber Mysterium: Skills and Feats The Knowledge, witchcraft skill allows the character to recognize the basic tenets of the witch’s religion and insight into their magical nature. A witch with this skill has a +1 per level chance of identifying a particular witch coven or cult, a particular set of general witch symbols, or a spell used by a witch.

Sidebar: Languages Languages mentioned in this book are from our own Earth history. This is to better reflect that myths, stories and history in which the witch appears. But some GMs may not use languages from Earth and prefer the more traditional fantasy languages as list in the Core Rulebooks. Here are some suggested translations. Earth Atlantian English, German Enochian Gaelic Greek Hebrew Latin

GM’s Note: Campaigns with fewer witches In campaign settings where witches play a less prominent role, a skill such as Knowledge (Witchcraft) is considerably less useful. As an optional rule, it’s possible to work a campaign without Knowledge (Witchcraft). In such cases Knowledge (Arcana) can be used to cover Knowledge: Witchcraft. In campaigns where Witchcraft and witches are very distinct and prominent, however, it’s good to distinguish the two. In these cases GM’s may allow Clerics and Wizards access to Knowledge (Witchcraft) as a class skill.

Fantasy Aquan Common Celestial Elven; Druidic Dwarven or Elven Dwarven or Elven Draconic

Others may be substituted as needed. Like the Knowledge, Arcana skill, Witchcraft is a skill related to the knowledge of the supernatural. But while Knowledge, Arcana is more generally focused on magic, Witchcraft is focused on the witch’s history, religion, occult knowledge and spell-casting ability.

Knowledge (Demonology)

(Int, Trained Only) Demonology is the study of fiends of the Lower Planes Demonology is a general overview of demons, devils and their ilk and some of the basic means of identification and combat. Demonology confers a bonus to identify fiends and their common weaknesses and strengths. Task Identify a fiend by type or alignment Identify common weaknesses or strengths Identify major sub-species (specific demon among Demons) Identify minor sub-species (demonic animals and beasts) Identify lesser nobles by name (Demon Princes, Devil Dukes) Identify major nobles by name (Demon Lords, Devil Lords)

Witchcraft Knowledge Task Identify major occult practices (witchcraft, voodoo, Hermetic Mages). Identify major occult theories or beliefs (reincarnation, Ley Lines, correspondences). Identify common magical practices of one particular tradition or sub-tradition. Identify common weaknesses or strengths in common supernatural monsters (undead, fey) or foes (Warlocks) Identify common occult “hot spots” and their significance (The Great Pyramids, Stonehenge, Atlantis). Identify or classify major sub-sections of various witchcraft practices (Celtic, Santeria) or various occult schools of thought (Gnostic, Hermetic) Identify common weaknesses or strengths in rarer supernatural monsters (outsiders, demons). (Increase DC +1 for more uncommon traits or monsters) Identify rarer occult “hot spots” and their significance (Nazca lines, Tihanco, Xanadu). Identify or classify minor sub-sections of various occult practices (Rosicrucian, Golden Dawn) or witchcraft practices (Pictish, Bocur). Identify major covens by name or by practices. Identify major occult figures/personages by name or by reputation (King Solomon,

DC 10 12 15 18 20 24

This skill can stack with Knowledge (Planes) and Knowledge (Witchcraft) skills.

Knowledge (Witchcraft)

(Int, Trained) A sub skill of the Knowledge category, Witchcraft knowledge characteristically depends upon the notion of correspondences, or postulated relationships that unite all things stars, planets, gemstones, colors, or even parts of the human body and life events to one another and to invisible realities as well. Those who subscribe to this view believe that they can use occult knowledge to effect healing or to predict the future, for example.


DC 10 11 12 12 13 15


17 18

19 20

Liber Mysterium: Skills and Feats Aleister Crowley). Identify lesser occult figures/personages by name or by reputation (Madam Blavatsky). Identify more esoteric Occult practices (Taoist Witchcraft, Ancient Mysteries). Identify lesser covens by name or by practices.

any non-combative spell or psionic power for a 10% added benefit. The witch can remain in this trance-like state for a number of hours equal to her ranks in this skill plus her Con bonus. Every round after that the witch begins to take damage from fatigue at the rate of 1d2 hp per round.

22 24 26

Check: Answering easy questions have a DC of 10 to 11, standard questions are 15 to 16, and harder questions are above 20. These ranges can also be increased by one or two points if the question is esoteric in nature. Retry: No. The check represents what the witch knows; thinking about it more will not yield different answers. Learning Witch Spells: An arcane spellcaster requires at least one rank of Knowledge, Witchcraft if they wish to learn spells from a witch’s spell book. The penalty to learn witch spells is –5 and plus –1 per witch spell level to all checks, thus a 6th level witch spell would be at –11 to learn . Ranks in Knowledge (Witchcraft) will reduce this by one per rank. Witches also need this skill if they wish to learn arcane spells from the scrolls or spellbooks of wizards with same penalties. GMs can place limits on some spells saying they are beyond the witch’s skill to learn or beyond the understanding of the wizard.

Profession (Fortune Teller)

(Wis, Trained Only) Fortune Telling can be done for fun, profit or even to aid true divinations. Every rank represents a different type of fortune telling (divination) the character knows. These skills allow the witch (or other classes) to make some divinatory predications. Most are simple guesses and may be used to support the user economically. However this skill may also be used to stack with abilities, feats or spells that confer divination powers. The most common types of fortune telling are, Astrology (use of the stars), Chiromancy (palm reading), I Ching (special coins), Numerology (by numbers), Spiritual Consultation (asking spirits by means of a special board), Tarot (use of special cards) and Tassography (Tea Leaves). Others, though somewhat less common are, Ceromancy (hot wax or molten lead dropped in water), Coscinmancy (how water runs out of a sieve), Halomancy (by casting salt), Haruspicy (from the entrails of animals), Hieromancy (sacrificing animals), Hydromancy (by water), Lampadomancy (by movement of a flame), Lithomancy (by casting stones or dice), Oneiromancy (by dreams), Phrenology (examining the bumps on a person’s head), Pyromancy (starring into a fire), Sortilege (drawing lots), and Theomancy (by oracles or divine inspiration). Anyone can make a living as a fortune teller. Witches for the most part view fortune telling as being a true possible outcome and typically believe in the readings they make. Bards view fortune telling as another type of performance, entertainment for some and means of income. Rogues are interested in using fortune telling to improve their own futures, by parting would-be marks with their burdensome extra money. Of course individuals can and do vary.

Meditative Trance

(Con, Trained Only) The witch can enter a special type of trance that is taxing on the body, but heightens her perception and concentration. The witch spends one round entering the trance. At this time she must state what sort of mental task she wishes to accomplish. She can not be interrupted or she must begin again (thus the Constitution check). Once in a trance the witch can not attack or defend herself. All to hit roles are considered as if her Armor Class was 10 and she takes full damage from these attacks. The witch can now complete the mental task she set out to do. Any skill checks based on intelligence or wisdom gain a +2 bonus. She may read a document (but not a spell) at twice her normal speed. She may cast


Liber Mysterium: Skills and Feats Check: A fortune telling check can be made only if the intended reader is physically present. The DC of the roll determines how much knowledge is gained. Typically the fortune teller will want to know some basic information about the customer first. An astrologer will want to know a birthday or a spiritual consultant will want to know what spirit the customer wants to contact. Retry: Yes, but it’s not always easy to tell if what occurs will conform to what had been determined through the use of this skill. A failed check results in wrong or misleading information. Once the fortune teller realizes she failed, she may retry the check again. Result: While the true results are always left up to the GM, the table below is a good general indication of what the witch can tell. Fortune Telling Determination of the basic personality traits of a customer (materialist or spiritual, physical or intellectual, evasive or straightforward, calm or nervous, etc.) Earnings: 1d10 CP/day Determination of more personal, but not uncommon life events or personally traits. (loss of a parent, “you had a pet as a child that you loved”) Earnings: 1d10 SP/day Determination of more personal, uncommon life events or personality traits. (“your brother preceded you in death.” “You left on bad terms with your mother.”) Earnings: 2d10 SP/day Determination of something specific, but minor. (“the ring you lost will be found” “you recently put your trust in a good friend and was betrayed.”) or vague allusions to the future that could come true (“do not trust the man in green.”) Earnings: 3d10 SP/day Determination of something specific and very important to the customer (“your brother’s killer has a long scar on his face.”) or more specific allusions to future events (“You will discover the killer by the light of a full moon.”) Earnings: 1d10 GP/day Determination of something very specific to the customer’s present or future. (“You mother’s ring is at the bottom of the well north of town.” “Your brother’s killer is the Baron.”) Earnings: 2d10 GP/day

GM’s Note: Dealing with Fortunes This skill, because of its dealings with destinies and the future, is a dangerous one and its use might even be restricted when used on PC’s. GM’s should be aware that this skill could, under the right circ*mstances, cause much trouble to their hard worked plots, and even be able to spoil events of the future. Truly crafty GM’s can use it effectively by playing off the vagueness of the reading. This skill can be good to develop interesting and complex storylines, but too much of a good thing can end up as trouble.

Profession (Herbalist)

(Wis, Trained Only) Witches are rumored to be accomplished herbalists. In any case a witch can make a living concocting herbal cures, homeopathic remedies or even simple spice mixtures for cooking, cleaning or other uses. Herbalist can identify naturally occurring plants and herbs. She can also prepare simple herbals.

DC 10


Task Identify common herbs or plants. Mix simple herbal concoctions (spice tea, aromatic herb bundle, ‘curry’ powders) Brew simple healing potion (heals 1d4 hp)


DC 10 12 15

Herbalist can make a living selling her herbal concoctions as per the Profession description. Special: A person with five or more ranks in Heal gains a +2 synergy bonus with Profession (Herbalist), and vice versa when creating healing balms, ointments or potions. A person with five or more ranks in Alchemy gains +2 synergy bonus when concocting any alchemical elixir based on naturally occurring herbs.


Profession (Midwifery)

(Wis, Trained Only) Midwifery deals with the birthing and care of newborn babies and their mothers. A witch with the midwife skill can aid in birthing, delivery and care of the newborn. The witch can increase the chance a woman will survive the birth. The pregnant woman can add 2 extra points to her own Constitution score because of the witch.



The base DC for delivering a baby is 15. Task To determine when a baby will be born. To deliver a baby. To deliver twins. (+1 to DC for every multiple baby after 2, i.e. DC19 for triplets). Natal complications (breech birth, baby not breathing)

Special: For every five levels of Profession (Fortune Teller) a spellcaster gains a +2 synergy effect when using Ritual Casting (below) on divination type spells. The character can add levels of Bluff for a synergy benefit with perform when doing fortune telling as an act.


DC 10 15 18 +2

Liber Mysterium: Skills and Feats Mother complications (mother not breathing, passing out) Understanding the differences in different humanoid births and practices. (special complications of half-orcs, elven birthing rituals)

requires communication between the witch and her target. When the witch seduces someone, she is not necessarily getting him or her into a sexual situation. Obviously, the witch may only use this skill on targets that could naturally become attracted to her, so heterosexual targets of the same sex obviously could not be affected by it. Obviously, many types of monsters can not be seduced - undead and constructs cannot, nor can most outsiders, beasts, aberrations, or elementals. GM’s have final say on who can and can’t be seduced. Check: This skill works in two ways, depending on the witch’s intent. True seduction, when trying to gain the attention of someone with only the intent of a ‘romantic relationship’ so to speak, roll a skill check with a DC equal to 10 + target’s hit dice + their wisdom modifier) Success means that the target is enamored with the witch. Failure by more than 5 means the witch’s attempt went unnoticed. By less than 5, the witch’s intents were known but were rejected anyway. When attempting to seduce someone for another reason (to get information out of them, try and get them to do something, etc.), the target first makes a sense motive check opposed to the witch’s skill roll. If the target succeed, he knows of the witch’s intentions. Regardless of his roll, the target must make a level check as above, except this time if he succeeded his sense motive check, he knows of the witch’s true intentions, and the witch suffers a -10 to her skill check. If the witch succeed at her skill check, the target becomes enamored of her. When dealing with a target that is enamored, the witch can gain a +3 bonus to bluff and diplomacy checks against that target, with an additional +1 bonus for every two points the witch beats the DC by. Some NPCs do not need to be seduced; they simply might be promiscuous. When GM’s determine that the target is ready and willing to engage in any sort of sexual activity, the witch gains a +5 bonus, with no chance to be rejected as noted above. Sometimes, just because a person was enamored does not mean they would be willing to engage in any sort of sexual activities. If the target has a viable reason not to engage in any sort of sexual activity (for instance, a celibate paladin, or a happily married shopkeeper), he receives a will saving throw with the DC of the skill check to keep from engaging in any sort of risqué activity.

+2 +2

These modifiers are cumulative. Retry: Generally, no. A mid wife can recheck the baby’s birth, but previous checks will always bias her; adds +2 to the DC. In other tasks, once the baby is born it’s born.

Ritual Casting

(Con; Trained Only; Armor Check Penalty; Spellcasters only, cross-class Paladin, Ranger) You can combine your spell-casting powers with other witches. In addition you have learned to deal with the rigors that are required to perform rituals. You can handle the long duration of the casting required to draw in extra magical power. Check: You can attempt to cast augmented and combined ritual casting spells that require an hour or more of casting. Each hour, or portion thereafter, requires a Ritual Casting check against a DC of 10 + spell level. Each check after the first one increases the DC by +1 until the end of the casting. A failed Ritual Casting check results in a loss of control over the magical powers being harnessed. See augmented and combined ritual casting sections for results of the failure. Retry: No. Special: If you have 5 or more ranks of Concentration, you get a +2 synergy bonus on Ritual Casting checks. This skill is cross-class for paladins and rangers.


(Cha, untrained) Use this skill to seduce someone using the witch’s own alluring assets. Seducing someone generally


GMs would be encouraged to add in any other modifiers they deem necessary (for instance, a man married for 23 years happily is less likely to fall for a seductress than a man who’s never been wed.). In situations like the above, they receive a +1 bonus for each year they’ve been involved in a relationship, plus their significant others charisma modifier. For characters celibate because of their class (like the above example, a particular order of celibate paladins, or a witch with the celibate casting feat), they may add their total levels of the class in their saving throw. For instance, if trying to seduce a level 4 witch/level 6 rogue, the celibate casting feat is obviously part of the witch’s abilities, not the rogue’s, so the target would receive a +4 bonus to their saving throw. Retry: Yes, however, it may be useless because after the initial check fails, the target probably will be more likely to resist to seducer. All further attempts to seduce a target who passed a sense motive check once automatically fails the initial opposed skill roll, though the target still has the chance to fail his will save. Special: If the witch has 5 or more ranks in bluff, sense motive, or diplomacy, she gains a +2 synergy bonus to those skills. These bonuses stack. Also, the witch’s gather information checks gain a +2 synergy bonus assuming she can question people she could seduce, however, her ranks in gather information provide no bonus to her seduction skill.

Increase Another’s Sexual Experience Ignore Fatigue**

Liber Mysterium: Skills and Feats Instantaneou n/a 12 s 15 min.

Alter your own mood (negates emotion effect***)

15 min.

Alter another’s mood (negates emotion effect***) Create pleasurable experience in person by touch only Create pleasurable experience in person by a single touch Ignore pain

15 min.



5 min.

1 minute for each DC over 20


Instantaneou s

1 minute for each DC over 30


5 min.

1 minute for each DC over 1 minute for each DC over

HP Damage


(Cha, Trained Only) Tantra is the knowledge of the spiritual connection to ones body. Its uses are varied, and with enough time and practice, you can move your body to do great things. Generally, using Tantra requires at least fifteen minutes of preparation, done by a combination of stretching and meditation, though some things can be done instantaneously. Using Tantra on someone else requires that the witch be able to touch him or her. Using Tantra usually involves rubbing muscles and activating special sensory areas called chakra. Use Heal subdual damage on self*

Time 15 min

Heal Subdual Damage on another*

15 min

Increase Sexual Experience for self

Instantaneou s

Duration 10 min. for each DC over 15 10 min. for each DC over 17 n/a


10 min. for each DC over 15 n/a

Allow another person to ignore pain

5 min.


HP Damage

Special: A person with five or more ranks in Heal gains a +2 synergy bonus with Tantra, and vice versa. The difficult stretches necessary to use tantra also help in flexibility, and those with five or more ranks in Tantra receive a +2 synergy bonus to their Heal skill. *After the duration has expired, the subdual damage returns. **You can not ignore fatigue from a lack of sleep with this skill. ***Magical emotion affects apply a DC modifier equal to the caster level of the spell or ability.

DC 15


(Con, Trained Only) Yoga is the mastery of mind and body. While the witch will not attain the levels of a Yogi master, she can use the same principles. Yoga requires one hour of meditation and breathing exercises per day to gain its benefits. The witch can heal faster (+1 per levels taken extra hp per day) while in Yoga trance. Yoga also




Liber Mysterium: Skills and Feats increases the witch’s concentration, so once per day she can add +1 per skill level to any to hit or damage. If the yoga trance is interrupted before the hour is complete the witch will not gain any of the benefits listed here. Special: A witch with Concentration gains a synergy bonus while in a yoga trance. However the witch must be concentrating on the task she is setting out to do and nothing else. That is, she can not use the Yoga trance to heal and connect rate on a problem at the same time. A witch with five of more levels of Tantra can add an addition +1 to healing while in a yoga trance. Note: Yoga is not a replacement for Concentration for use with the Combat Casting feat.


[General, Magical] Spells increase or decrease in power based on certain celestial events. Prerequisite: Astrology: 5 Ranks, Spellcaster Benefit: Depending on the frequency of the celestial event, the witch’s powers increase. However, this ability has a downside; for the opposite incursion, the caster may suffer a penalty.

Event Event happens daily (sun up, sun down) Event occurs monthly (full moon, new moon) Event occurs roughly annually (solar/lunar equinox, lunar eclipse)

Witch Feats

This section introduces a new feat grouping, Witch Feats. Witch feats are quasi-magical feats that allow to user to perform extraordinary acts usually reserved to spells. The feats themselves are either quasimagical, effect some skill in a magical manner or effect some previous magical ability. Typically these feats are available only to witches, but GMs might wish to open some or all of them to other classes, typically spellcasters. Epic level feats are detailed in detailed in Core Rulebook II, version 3.5.

Event occurs less than once a year (solar eclipse) Event occurs extremely rarely, but lasts for more than a day (comet visible, planet in particular constellation)

Animal to Human

[Witch] The witch is able to polymorph her familiar into the witch’s race once per day. Prerequisite: a familiar. Benefit: The caster can polymorph her familiar (as the spell polymorph other, except that the spell lasts until the caster chooses to dispel it.) into a member of witch’s race. The caster cannot change the sex of the familiar. The familiar has the ability to speak in this form. However, the familiar retains its original hit points and saving throws, and may not engage in strenuous situations (such as heavy lifting, running, spell casting, or combat). If the familiar attempts this, she will revert to her original form. In this form, the witch gains an additional +5 to her disguise checks. This stacks with the +10 bonus to disguise that the initial polymorph would also grant.

Effect +1 to DC of saving throws +2 to DC of saving throws, +1 to each die modifier. +4 to DC of saving throws, +2 to die modifier, spells cast as quickened (casting times doubled on opposed time) Saving Throw DC +8, cast as quickened, empowered. (casting time doubled, cast as caster level –1d4) AC gains a +2 bonus, Initiative +2, and 1 ability store gains +2 bonus.

The opposite times (when the caster will be less powerful) are listed below.

Aura of Undead Disruption

[General] The character is surrounded by positive energy, weakening undead. Prerequisite: Ability to cast 2nd level Divine Spells Benefit: When in a 5’ radius with undead or creatures harmed by positive energy, the creatures receive a -2 to it’s AC, attack roll, and skill checks.

Table 4-2: Astromancy Frequency Chart Event Daytime Full moon Equinox or Solstice Lunar Eclipse Solar Eclipse Comet Planet in Constellation

Opposed by Nighttime New Moon Cross Quarter day Morning After Eclipse Day After Eclipse Week after Comet disappears Planet found in opposing Constellation


Frequency Very Common Common Uncommon (4 times per year) Rare Very Rare Very Rare Extremely Rare

Liber Mysterium: Skills and Feats

Cast Magic Circle

Charm Resistance [Witch]

[Metamagic] The witch can augment her spell casting via the creation of a magic circle. Prerequisites: Spellcaster level 5+, Craft (Magic Circle); 5 Ranks or Knowledge (Arcana); 5 Ranks Benefits: With the Cast Magic Circle feat the witch can imbue magic circles that will grant special effects while standing in the circle, depending on the type of magic circle created. Creating a magic circle only costs what the item used to draw with costs. For example a witch could create a magic circle out of salt or simply drawn into the dirt. Unfortunately, a stray wind or a clumsy party member could wreck the circle, which would ruin it completely. More crafty and elegant witches will paint the circles into the ground, or sometimes create them out of tile in their home. Creating a magic circle costs 200 xp for every 5’ diameter the circle, regardless of material. The time it takes to craft a magic circle is often dependent on what was used to create it. Placing the final enchantments on the circle takes 1 minute per foot in its diameter. So if the witch were to create a 20’ long Thaumaturgic Magic Circle out of tile in her home, it would require an 800 xp sacrifice, and would take 20 minutes to enchant, plus the time it actually took to craft the magic circle out of tile. The type of magic circle created are listed in Chapter 6: Magic, Magic Circles. A magical circle can also be created to augment any ritual casting.

The witch becomes immune to certain charms Prerequisite: Spellcaster Level 9th, Wis 13+ Benefit: The witch becomes immune to compulsion magic when cast by creatures of lower hit dice than her level plus her wisdom modifier. The witch is not immune from charm attacks by creatures with higher hit die, she may add +4 to her save.

Craft Magic Candle

[Item Creation] With Craft Magic Candle the witch can create a magic candle with spell-like effects. Prerequisites: Spellcaster, Knowledge (Witchcraft) 5 Ranks, Craft (Candle-making) 4 ranks. Benefits: The witch can create a magical candle. Crafting a candle takes 1 day for each 1,000 gp in its base price. Chapter 6: Magic details what sort of candles maybe created and which spells are required. The base price of this feat is 50 GP multiplied by the your level multiplied by the spell level. The XP cost is 1/25 of this base cost (rounded up). The material component cost is half of the base cost (special waxes, dyes and styluses for inscribing). The witch or any other person regardless of class or alignment may use a magical candle. Magic Candles can normally only be used once. However, by multiplying the cost by 1½, you can create a candle that can be reused once. Nevertheless, a witch still must pay the extra cost in XP. For example, a Black Candle of Negativity Removal that is larger than normal normally costs 200 GP in raw materials now costs 300 in raw materials plus now costs 48 XP instead of 32. Note: In games with few magical candles this feat can be removed in favor of candles being made with the Craft Wondrous Item feat.

Celibate Casting

[General, Magical] The witch can increase the power of her spells by not expending personal energies and exerting them through magic. Prerequisite: Con 13+, Tantra 4 ranks, Celibacy, for at least the past month. Benefit: As long as she remains completely celibate, she gains a +2 bonus to the DC of saving throws of spells you cast. If you engage in any form of a sexual activity, you receive a -2 penalty for the next two weeks, and no penalty for the two weeks following. After 4 weeks have passed, the benefit resumes as long as she has remained celibate. If she breaks her vow of celibacy again, the process starts over. GM’s Note: This feat is geared toward witches of covens whose ideologies centers around gender, fertility, love, or other sexual energies. Witches of Artemis who vow never to lay with a man are prime users of this feat. The GM may wish to disallow it to wizards, bards, sorcerers, or clerics of faiths that has little to do with celibacy, or with groups that are not capable of handling mature themes.

Create Magic Cord

[Item Creation] With Create Magic Cord the witch can create a magic cord with spell-like effects. Prerequisites: Spellcaster level 2+, Knowledge, Witchcraft; 2 Ranks, Profession (Weaver) or (Spinner), 1 rank. Benefits: The witch creates a magical cord. Chapter 6: Magic details what sort of cords maybe created and which spells are required. The base price of this feat is 25 gp multiplied by the your level multiplied by the spell level. The XP cost is 1/25th of this base cost (rounded up). The material component cost is half of the base cost (special hairs, dyes or materials). The witch or any other person regardless of class or alignment may use a magical cord. Note: In games with few magical cords this feat can be removed in favor of cords being made with the Craft Wondrous Item feat.


Liber Mysterium: Skills and Feats half this base price. Any spell components or XP costs required for the base spell are added to the final costs of the potion.

Create Talisman

[Item Creation, Witch] With Create Talisman the witch creates the weakest of all magical items, a talisman. Prerequisite: Membership of a witch tradition. Each tradition has slightly different means of teaching this feat to their new members. Benefit: The witch may create the simplest of all magical items, a Talisman. A Talisman can hold only one spell (or cantrip, charm or hex) of a maximum of 3rd level. The talisman can be made of stone, paper, clay or any object that can be written upon. The object must be used for this purpose only. Talismans can only be used once. After use the medium that was written on become unusable for other talismans. Spells that may be used for talismans are indicated in Table 1-3: Witch Spell Lists. This is an item creation feat that all witches gain for free. The base price of this feat is 10 gp multiplied by the your level multiplied by the spell level (not the price for a similar item in the Core Rulebook II). The XP cost is 1/25 of this base cost (rounded up). The material component cost is half of the base cost. The witch or any other person regardless of class or alignment may use a talisman. For example: a 1st level witch creates a talisman of Charm Person (1st level), she chooses to inscribe a flat piece of clay with a charm symbol. The base cost for this item is 10 gp, then the XP cost is 10/25 or 0.4 XP (rounded to 1 XP) and the material costs (clay, special incense, a special stylus) is 5 gp. So the witch will spend 5 gold pieces and 0.4 xp (rounded to 1 xp) points to make this item. Regardless of complexity, a Talisman can be made in one day.

Divine Dominion [Special] COPYRIGHT 2001, Bradley H. Bemis Jr. from the Netbook of Feats Add one additional domain to your divine casting repertoire Prerequisite: 6 or more ranks in Knowledge (religion) Benefit: Select a third domain from your deities domain list. All spells within the new domain list are considered domain spells for you. Special: You do not gain the domain powers granted, you only gain the ability to use the domain spells listed as domain spells for your character. This feat is only usable by clerics and can only be taken once. Comments: This feat was designed to give a cleric access to another domain from their deities domain list without giving them all of the extra abilities. All it means is that they can use the new domains domain list when selecting domain spell. This might seem underpowered at first, but when combined with Greater Divine Dominion, this feat is quite balanced. Note: This feat is included for completion’s sake. The witch cannot gain any added benefit from this feat. Extra Familiar

[General] COPYRIGHT 2001, Paul W. King Prerequisites: 4 ranks of Knowledge (Arcana). Already permitted to have a familiar Benefit: The character can obtain more than one familiar. Normal: Characters are typically only allowed to have one familiar Special: For each successive familiar that a character binds, there is an XP and gp cost involved. The second familiar bound would cost 100 XP and 200 gp; the third, an additional 200 XP and 300 gp; the fourth, an additional 300 XP and 400 gp; etc. Notes: This feat can be taken more than once; however, if each successive time increases the prerequisite rank in Knowledge (Arcana) by 2. However, if a character loses more than 1 familiar within the same year-and-a-day, their penalties increase. Under normal circ*mstances, if a character loses a familiar, they need to make a Fort save against a DC of 15. If they fail, they lose 200 XP/caster level. However, each additional familiar lost increases the DC by 2 and the XP lost by 100/ caster level. For example, a character loses 3 familiars within the same year-and-a-day. The first one is a save vs. 15, and if it fails, 200 XP/caster level. The second is a save vs. 17, and if it fails, 300 XP/caster level. The third one is a save vs. 19, and if it fails, 400 XP/caster level. The character will have to wait a year-and-a-day from the

GM’s Note: This item creation feat is designed to give the witch a more unique feel. If GM’s wish they may open it up to other spellcasters when they have the ability to cast 3rd level spells.

Distil Potion

[Item Creation] The witch can distil potions, and can also control the potency of the potion. Prerequisites: Spellcaster 7th level or Venefica 6th level, Brew Potions Benefit: This feat is similar to the Brew Potions feat, save that stronger, more powerful potions, poultices, libations, or philters may be made. Spells 6th level and lower may be used in the potion’s construction. The witch can create any potion from any spell that she can cast at seventh level or lower. Distilling a potion takes 1 day. When she creates a potion, she sets the caster level. Her level must be sufficient to cast the spell in question and no higher than her own level. The base price of a potion is its spell level multiplied by the witch’s level multiplied by 75 gp. To distil a potion, the witch must spend 1/25 of this base price in XP and use up raw materials costing


Liber Mysterium: Skills and Feats death/dismissal of each familiar before they can replace him or her.

Benefit: You gain the domain powers from the domain selected using the Divine Domain feat or from your patron as a witch. Special: This feat is only usable by clerics and can only be taken once. Comments: It takes two feats to gain all of the powers of having added a third domain to your clerics repertoire. All in all, it is quite a balanced method when you consider that it can’t be used for a 4th domain. Note: The witch gains coven spells from her Patrons in the same manner a Cleric gains domain spells from their Deity. This feat will give the witch access to the domain powers detailed with the coven spells.

Familiar Spell

[Epic] Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma). Must be 21st level (Epic) or higher. Benefit: Choose one spell you know of 8th level or lower. Your familiar (or choice of familiar if you have multiple) can now cast this spell once per day as a spell-like ability as a caster of a level equal to your caster level. You cannot bestow a spell upon your familiar if the spell normally has a material component cost of more than 1 gp, or any XP cost. Special: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a new spelllike ability, or another daily use of the same spell-like ability. This feat can only be applied to one spell per one familiar. For example to give three familiars two spells each would require taking the feat six different times.

Harming Touch

[Witch] Using a small amount of magic, the witch can drain hit points from a target. Prerequisites: Able to cast 4th level divine spells, Wis 13+ Benefit: With a successful touch attack, the witch deals 1d4 points of damage to a target (fort save negates), and for every 2 points of damage inflicted, she gains 1 hit point. This attack will not affect creatures immune to critical hits, undead, or constructs. The damage is a supernatural ability, and counts as a +1 weapon for damage reduction purposes. Use of this spell is considered an evil act.

Immunity of the Faerie

[Witch] The witch becomes strong against weapons that are not made of pure iron. Prerequisites: Witch Level 5+ Benefit: The witch gains damage reduction 1/cold iron. Special: This feat can be taken more than once. Its bonuses are cumulative.

Improved Familiar

[General] This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see Chapter 6: Magic, Familiars). Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Fear Resistance

[Witch] The witch’s patron has made her more resistant

to fear. Prerequisite: Spellcaster Level 6+ Benefit: The witch is completely immune to all fearbased attacks from creatures with hit dice less than her level + her wisdom modifier, and she can gain a +4 bonus against fear based attacks from creatures whose hit dice exceed her own.

Greater Divine Dominion [Special] COPYRIGHT 2001, Bradley H. Bemis Jr. from the Netbook of Feats Gain the domain powers from a divine dominion. Prerequisite: Divine Dominion OR Witch belonging to a coven.

Improved Metamagic [Epic] Prerequisites: Four metamagic feats, Spellcraft 30 ranks. Benefit: The spell slot you must use to cast a metamagic spell is one level lower than normal (to a minimum of one level higher than normal).


Liber Mysterium: Skills and Feats This feat has no effect on a metamagic feat that requires a spell slot one level higher than normal or does not require a higher level slot. Special: You can gain this feat multiple times. The effects stack, though you can’t lower the level of any metamagic spell’s slot to less than one level higher than normal.

Heightened spell of 2 levels higher. It can be stacked with any other appropriate metamagic feat.

Spell Knowledge [Epic] Spell Knowledge [Epic] Prerequisites: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class. Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots. Special: You can gain this feat multiple times.

Improved Spell Capacity [Epic] Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class. Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest level spell you can already cast in a particular class. The character must have the requisite ability score (10 + spell level) in order to cast a spell stored in such a slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, she also gains those bonus spells for this spell level. This feat can’t grant spellcasting ability to a class that doesn’t have spellcasting ability. A character must use the spell slot in a class of which she can already cast the maximum normal spell level. Special: You can gain this feat multiple times.

Sylvan Empathy

[General] The witch is able to commune empathetically with nature. Prerequisite: Knowledge; Nature: 4 ranks Benefit: With a successful Knowledge: Nature check (DC 15), the witch are able to understand basic things about the local ecosystem. This ability does not grant the ability to Speak with Plants, as per the spell, but can tell general things about how the plants are feeling. These things would include fear (possibly of lumbering or an approaching forest fire), happiness (a new ranger is in the area) or anger (humans have been needlessly abusing the forest). In addition, with this feat you can use your Animal Empathy skill as if it were Diplomacy to get aggressive plants to back down.

Kiss Spell

[Metamagic] The witch can administer spells requiring a touch attack with greater power through a kiss. Prerequisite: Able to cast 2nd level Arcane Spells. Benefit: Only a spell that targets a single living target and requires a saving throw can be used as a kiss spell. The normal touch attack becomes a kiss. Any spell that is applied with a kiss raises the DC of the saving throw by 6. Doing so renders the spell useless in combat situations. Like most metamagic feats a spell must be prepared as a kiss spell in advance. A kiss spell must be prepared at one spell slot higher than normal. A spell delivered through a kiss can also be empowered, as described in the feat Empower Spell or it can be cast as a

Unnatural Sleep Resistance

[Witch] The witch’s patron has made her more resistant to unnatural sleep. Prerequisite: Spellcaster Level 6+ Benefit: The witch becomes completely immune to unnatural sleep, as caused by spells, poisons, or potions of sleep. This is a supernatural ability.


Liber Mysterium: Covencraft

Chapter V: Covencraft asset or worst enemy. Remember that a witch’s motives are not necessarily those of other powerful NPCs. She could simply use the PCs as one small strand in a massive and complex web of intrigue. On the other hand, the witch may rely on the PCs for the nasty business of monster bashing while she weaves intricate spells to protect and aid her party. Witch Player Characters should be handled with great care. As with any other character class too much of a good thing is bad. Witches, like mages, start out in the game relatively weak. But also like their mage brothers, they vastly grow in power. Like priests, witches should be looked to as sources of wisdom and insight. If there are more than one or two witch characters in an adventuring party it should be assumed that they are both member of the same coven. Covens guard their secrets and spells very carefully; a witch is not likely to work with another witch of a different coven. Even similarly aligned covens are wary of each other. Unfortunately, due to the mysterious nature of witches, many are often hunted and killed. Granted there are evil witches, aligned with unspeakable things from the Infernal Planes, there are also good and neutral witches. A witch, if she is known to be a witch, will be under suspicion from all, save her closest of associates and friends. Many witches will disguise themselves as clerics or mages. However, disguise is not a witch’s function, therefore she may still be caught. In some areas paranoia of witches runs so high that actual clerics, mages or psions may actually be charged with witchcraft. The GM must design the specifics of his campaign worlds and laws made to deal with “witches”. Of course not all witches are content to hide in the shadows or under guise. Some witches are quite open and honest with their craft. This will all depend on the nature, personality, and alignment of the witch’s patron. Witches should add spice and variety to your campaign world, both good and evil witches. Witches are among the most powerful and complex of the spellcasters. Many of the details have been left up to the player’s and the GM’s discretion. For instance, she may wish to design specific daily rituals for his witch, or she may wish to expand on the witch’s relationship with her patron. Who exactly are they? Where are they? The GM is encouraged to experiment with the witch class, as long as she avoids the temptation to make her excessively powerful.

First Witch

“When shall we three meet again? In thunder, lightning, or in rain?

Second Witch

When the hurly-burly’s done. When the battle’s lost and won.

Third Witch

That will be ere the set of sun... Fair is foul, and foul is fair Hover through the fog and filthy air”. Macbeth, Act I, Scene I


ost player characters have associations that they can or do belong to. Wizards have schools; priests have their churches and their faith. Fighters and thieves may belong to a guild. Witches have their covens. Besides the role of providing the witch what she needs to be considered a witch, covens also provide the social background that witches have. Many join with a coven either when they are children or very young. Most witches belong to a coven. Covens provide the framework for worship, training for specific abilities, and the environment for learning magic. Covens give the witch with her sense of identity. It is what makes her a witch. The number of members will vary by the Goddess worshipped. A coven can have any number of members, but are usually groups of 12 witches with 1 leader (13 members) of the same tradition. A coven can consist of as little as three witches or as many as 19. When not adventuring a witch may spend a great deal of time with her coven. Like a priest and their church, the coven is the center of the witch’s religious life. Covens become a second, or sometimes first, family to the witch. The coven often contains members of the same family. It is no wonder that witches from the same coven will refer to each other as “sister” or “brother”. No witch will ever betray her coven, even under the prospect or reality of torture. It is believed that the first witch to do so was labeled as the first Warlock.

Witch’s Name

When a witch enters a coven she is sometimes given a coven, witch, or echt name. This is the name that the witch uses in the coven, in her rituals, and it part of her personal symbol. A witch PC will never use her own

Covens and Game Play

First and foremost witches should be used as a vehicle of which interest and mystery can be added to the campaign. NPC witches will either act as a PC’s greatest


Liber Mysterium: Covencraft or some else’s coven name in public. This name is used for magical, coven and worship purposes only.

sometimes represent the Maiden, Mother and Crone aspects of the Goddess. Other officers are, Scribe secretary (air), Pursewarden - treasurer (earth), Minstrel lore keeper (water), Watcher - security officer (fire), Guide - youth advisor, Archivist – librarian. Others maybe determined as needed, and in small covens one witch may perform many duties. These offices maybe voted on, or volunteered for. Typically the term lasts one year and is chosen at the next holy season. Officers may wear a special color cord or some other badge of office that distinguishes them from other members.

Witch’s Mark

At entry to some covens the witch may receive a special mark on her body that identifies her as a witch. This mark, which can be almost anything, is usually small, well hidden, and insensitive to pain. The mark usually appears as a small mole or raised area on the skin. Any witch can recognize another witch due to this mark. Unfortunately for the witch, WitchHunters also have learned how to recognize the mark. This mark can never be removed. Only the witch’s patron can remove a witch’s mark. If the witch ever falls into disfavor with her deity, this mark will grow to an unsightly blemish or other skin deformity.

Coven Names Symbols


A coven often chooses a name that describes what they do or how they have come together. A symbol is chosen and this becomes the “signature” of the coven. A witch might make her own personal symbol based on the covens. There could be hundreds of covens with the name “Coven of the Goddess”, but most covens, even if that name would suit them, feel that a bit more originality is required. A coven that met for the first time on a rainy night may decide to call themselves the “Crying Sky Coven,” “Grove of the Living Elm,” or, like the followers of the fire goddess Brigit, “Daughters of the Flame”. Other names could even be whimsical or mythic, such as the “Laughing Dragon Coven”.

Duties of the Coven

Witches are usually their patron’s direct representation in the mortal realms. They further their patron’s name through actions and deeds, not in words as priests might. Needless to say the witch does not spend a great deal of time educating or preaching to the flock of worshipers. Common rites performed by a witch are birth rites, marriage rites (known as Handfastings), changes of the season, and death or funeral rites. A village witch may also provide spells for a service or payment. Any witch can provide their potions for sale or use. Most common potions are healing, for telling fortunes and casting love or curse spells for others.

The Coven, Lay-Witches and the Cowan

As the witch exists within the context of the coven, the coven exists in the context of the larger community. The witches coven makes a distinction between lay-witches and the cowan. Lay-witches or Hedge-witches are anyone that shares the belief system of the witch, but does not worship or is a member of the coven. Lay-witches can include priests or clerics of similar ideas, druids, various types of wizards, sorcerers and normal humans. Hedge-witches are those individuals that do follow the witch’s belief system, but are not initiated into any form of coven or tradition. Hedgewitches are detailed in Chapter 3, Mystical Paths and are much the same as Adepts presented in Core Rulebook II. The Cowan are everyone else that does not share the


The highest level witch of the coven is usually, but not always, chosen to be the leader of the coven. The leader of the coven is called the High Priestess (or High Priest) regardless of her actual level. It is her responsibility to guide the worship proceedings and to instruct the new initiates. The High Priestess does not have to work alone. There are other offices that a witch may hold within the coven. These offices have no game benefits, but can add flavor to role-playing the witch. Some examples of officers and their roles are: Coven Council – elders or leaders of the coven. Usually the council consists of three members. They


Liber Mysterium: Covencraft Table 5-1: Covenstead benefits Time Covenstead Benefits has stood 1 month Hallow spell 3 months Protection extends to Ethereal 1 year Protection extends to the Astral 10 years Protection extends to 1,000’ in any plane that touches the covenstead’s home plane

witch’s belief and are very likely an enemy of the witch’s coven. This can also include other types of witches. This is also used to denote any non-witch. Witches do not share their coven secrets with either lay-witches or cowans. Only witches within the coven are privy to the coven’s secrets.

Degrees & Circles

Sometimes a witch coven will grant degrees upon a witch. A Degree is a subjective measure of power and is used for social reasons or coven advancement only. A good rule of thumb is that witches of 2nd to 6th level belong to the First Degree, witches of 7th to 13th level belong to the Second Degree and finally witches of 14th to 20th level are called Third Degree witches. Some covens will call these Circles instead of degrees. A witch might add these to her name as a title, or as a show of power. Most witches though find this practice a bit pretentious. In any case witches of 1st level are always called Initiates. Not all witches use Degrees or Circles. Other witches describe their members in terms of the Inner or Outer Lodge. They refer to any witch of 10th level or lower (with the exception of 1st Level Initiates) as members of the Outer Lodge. Witches of 11th level or higher are members of the Inner Lodge. These are often used by witches who have a lot of contact with Hermetic Mages. Solitaries are the least likely to use any type of social levels or titles. Regardless of whether or not a witch coven uses degrees, circles or lodges, a 1st Level witch is always known as an “Initiate”

Any witch that belongs to a permanent covenstead runs an additional +1 to Spot checks per time spotted at the covenstead to being discovered as a witch. This applies to both witches and warlocks.


A temporary covenstead lacks many of the features found in the permanent covenstead listed above, but its members do not suffer an extra penalty to be discovered. Plus, since it is temporary the chance that any consecrated item kept there will be defiled or stolen is far less.

Other Types

Some covens may meet permanently in one spot, but that may not be the only function of that physical locale. Examples include a room in a house that is used for other things than coven business or a “sky thatched temple” which is outside. These places gain the benefits and drawbacks of a permanent covenstead only when at least 3 witches are present. Otherwise it treated as a temporary one.

The Covenstead

The place where the coven physically meets is known as the Covenstead. Here the altar and other magical tools will be found. A covenstead may be a permanent building, or place that is used for nothing else. Or it may be a temporary place.

Tools of the Craft

Witches rarely accomplish their goals on will alone. Most, if not all, witches depend on tools, both mundane and magical. Certain tools are used in Witchcraft for ritual purposes, such as to invoke their patrons, banish negative influences and cast circles. While not all of these tools are necessary to practice witchcraft, the witch will have at least one item that she has chosen as a spell focus. This item is helpful in increasing concentration and directing energy (See Chapter 6: Magic). Most tools correspond to certain elements of nature, such as Earth, Air, Fire and Water, and are particularly helpful when performing rituals centering on that particular element. Some of the tools may be difficult to find, but the right one eventually comes to the witch. Other tools are periphery in nature. Allowing the witch to complete other duties of her craft.


Creating a permanent home for the coven has many advantages and a few disadvantages as well. To begin with a permanent covenstead can house all of the items required by the witch to perform her duties of worship. Consecrated items and the coven’s Book of Law may be stored here for all of the witches’ use. Plus the coven can place great spells of protection here to guard these items. In addition, well-equipped covens may even have room for a small library or research area. A permanent covenstead gains the following benefits after time. Time is measured from the second full day that the coven has stood.


Liber Mysterium: Covencraft

Ritual Tools


The athame (pronounced ah-thah-may) is a magical knife that is commonly used in witchcraft. It is never used for cutting or combat purposes, or for any purposes outside the coven or spell-work. The athame is used in ritual to direct energy and is an instrument of power and manipulation. The blade is often dull and double-edged and the handle is black or some other dark color to absorb power. They are very fine quality and normally have to be specially made. Normal or magical knives, daggers or swords created for combat cannot be used. Each witch will own her own athame for ceremonial purposes. The knife will have the witch’s personal symbol of power and that of the coven somewhere on the handle. A witch becomes very attached to her athame. Since athames are used in all of the witch’s mundane and magical rituals it begins to absorb a bit of magical energy. The witch can always locate her athame as if it had a permanent Locate Object spell cast on it. A witch without her athame may not be able to cast some spells. Of course the witch may not want to cast any spells without her athame. Also due to its magical focusing power, the athame cannot rust and makes saves as if it were a +1 dagger of fine quality. The athame is the tool of the East and is associated with the element of Air. In some traditions it is the tool of Fire. The athame is also phallic in nature and is therefore a masculine tool and linked to the God. Some witches have taken to using a Bolline, or a white knife for practical purposes. It is sharp and is used as a normal knife or dagger. It is also used in rituals, but it is keep separate from the Athame. Losing one’s Bolline is an inconvenience, but not worrisome to the witch.

In order to properly carry out the greatest and most important Operations of the Art, various Instruments are necessary, as a Knife with a white hilt, another with a black hilt, a short Lance, wherewith to trace Circles, Characters, and other things. The Knife with the white hilt should be made in the day and hour of Mercury, when Mars is in the Sign of the Ram or of the Scorpion. It should be dipped in the blood of a gosling and in the juice of the pimpernel, the Moon being at her full or increasing in light. Dip therein also the white hilt, upon the which thou shalt have engraved the Characters shown. Afterwards perfume it with the perfumes of the Art. With this Knife thou mayest perform all the necessary Operations of the Art, except the Circles. But if it seemeth unto thee too troublesome to make a similar Knife, have one made in the same fashion; and thou shalt place it thrice in the fire until it becometh red-hot, and each time thou shalt immerse it in the aforesaid blood and juice, fasten thereunto the white hilt having engraved thereon the aforesaid characters, and upon the hilt thou shalt write with the pen of Art, commencing from the point and going towards the hilt, these Names Agla, On. Afterwards thou shalt perfume and sprinkle it, and shalt wrap it in a piece of silken cloth. But as for the Knife with the black hilt for making the Circle, wherewith to strike terror and fear into the Spirits, it should be made in the same manner, except that it should be done in the day and hour of Saturn, and dipped in the blood of a black cat and in the juice of hemlock, the Characters and Names shown in Figure 62 being written thereon, from the point towards the hilt. Which being completed, thou shalt wrap it in a black silk cloth. Chapter VIII, The Key of Solomon the King (Clavicula Salomonis) Tools are simply a way to direct and focus energy for magical workings. They have no power except for what the witch gives them. Tools should be consecrated, or cleansed, before use in a circle, to clear them of any negative energy. Witches are expected to treat their ritual tools with the utmost care. These items do not provide the witch with power, but only allow them to focus the energies of their patron. A witch can craft her ritual tools with an appropriate Craft skill. Most of the items are very simple (Broom, Staff) and have a DC of 10. Others require more skill and materials (metal wand, cauldron) and have a DC of 15. Special items like an engraved Athame, Bolline or a Chalice require a DC of 20. Some items will need to be made as masterwork items if they are to be enspelled. Some items may be purchased instead, such as a cauldron or broom. Wands, staffs and athames need to be made by the witch to be properly used. Heirloom items can also be used, in particular tools from a family tradition.


The broom, or Besom, often is used to purify space before a circle is cast. It is related to the element of Water and is used in many water spells involving cleansing. It also historically has been used to protect the home by laying it across the door.


Liber Mysterium: Covencraft nearly anything from a witch chalice. These are generally rumors.

To make a magic broom, it is suggested that you use an ash staff, birch twigs and a willow binding. Ash is protective, birch cleansing and willow sacred to the Goddess. The coven would use woods or elements sacred to their Goddess. The broom is associated with Water and is sacred to both the God and Goddess. Unlike the athame, the broom can be used for mundane purposes.


Of all the symbols and tools used witchcraft, this is probably the most misunderstood. The pentacle is usually a flat piece of metal or wood inscribed with a pentagram, a five-pointed star. When making a metal pentacle, gold or brass is often preferred. The pentacle came from ceremonial magic and has been used in ritual and magic for thousands of years. It is used to represent feminine energy and to consecrate objects such as amulets and charms. The pentacle is also a traditional symbol of protection and is one of the official symbols of many witch traditions. The pentacle is the tool of the North and is associated with Earth. The pentacle is feminine in nature and represents the Goddess. The pentacle, as used by good witches, has a single point of the star pointing up, which is not to be confused with the Diabolic version which is inverted (two points up).


Nothing better conjures up the stereotypical image of a witch than a cauldron. The cauldron is a symbol of the Goddess and corresponds to the element of Water. It is used in ritual as a container in which magical transformations can occur and is often a focal point of a ritual. During spring rites, it can be filled with water and fresh flower petals and in winter, fires can be lighted within the cauldron to symbolize the rebirth of the Sun. It can also be filled with water and used for scrying into the future. Cauldrons often are three-legged and made of iron. They come in all sizes ranging from a few inches in diameter to several feet across. The cauldron is the tool of the West and is associated with Water. The cauldron is feminine in nature and represents the Goddess, fertility and femininity. Unlike some of ritualistic items, the cauldron can be used for mundane matters as well.


The wand, an instrument of invocation, corresponds to the element of Air. It is sometimes used to direct energy, to scratch magical symbols in the ground or to stir the contents of a cauldron. Woods such as willow, elder, oak, hazel and apple are traditionally used for the wand, but any fairly straight piece of wood can work. Many witches carve special symbols into the wood to personalize the wand. It is not uncommon to see some truly beautiful wands made out of crystal with gems and stones set into them. These wands are normally mundane with only a trace amount of a magical aura. As the witch progresses in power she opt to enchant her wand in some manner. Any wand found on or with a witch has a 5% chance per character level of the witch of being enchanted to some degree (either a magic item or via the craft Wand feat). For thousands of years the wand has been used in both magic and rituals. The wand is used mostly to invoke the God and Goddess, direct energy, and to charge other objects. It is used to draw symbols on the ground and even to stir the cauldron. The wand is the tool of the South and is associated with Fire. In some traditions it is the tool of Air. The wand is phallic in nature, is a masculine tool and is sacred to the Gods.


The censer, or incense burner, represents the element of Earth. It can be a big, swinging metal contraption like those used in churches or a small wooden stick incense holder, whichever coven requires. The use both the stick holders and the metal ones for powdered incense are fairly common. If the witch can’t find a suitable censer, a bowl filled with sand or salt works fine. The sand or salt absorbs the heat from the charcoal, or incense sticks or cones can be pushed into it. Many witches find that incense greatly increases their concentration and is especially useful in meditations or scrying. The censer is a tool of the element Air.


The altar chalice symbolizes fertility and is related to the element of Water. They are generally used to hold the ritual wine that is imbibed at the end of a rite, but it can also be used for holding water for scrying or other ritual purposes. The chalice can be made out of any substance, from silver or brass to wood or soapstone. When not in use the chalice should be stored away for safe keeping or displayed on the altar. Some legends state that a normal human can gain magical power by drinking holy water, blood, or

Other Tools

These are some of the other tools that are used by witches. For a few of these tools it is believed by some that they are a direct result of the persecution of witches over the centuries. Take the sword, for example. A sword is long, cumbersome, and very visible. During the darkest


Liber Mysterium: Covencraft years of witch-hunts, for a villager, especially a woman, to possess a sword was very suspicious. Some believe that to blend in, to assimilate if you will, the sword became the dark-handled knife (the athame). It was not unusual for all walks of life to possess daggers. The same applies to the staff. The staff is several feet high and again, very visible. Some believe the wand is a direct result of “shrinking” the staff to a stick, something that could be found in every home in one form or another.


The Sword directly relates to the athame and has the same attributes and uses. The sword is still used by many witches in ritual and magic. Like the athame, the sword must be dull and never used for combat purposes.

Witch’s Tome

Of all the tools mentioned, nothing is more important to a witch than her personal Librium or tome. They are often referred to in mystical names such as The Book of Shadows or My Hidden World. They are also written in the coven’s own set of symbols and language. This book is much more than a mere spell-book, although it serves that function as well. A witch’s tome is very personal. Within its sacred pages are written her spells and ceremonies. Rituals are recorded for later study and memorization. A witch may also include her personal thoughts, her feelings, even things that will not share with her coven. To obtain a witch’s tome is certainly a powerful weapon against the witch. To be invited to read its contents is the utmost gesture of trust. Initiates copy from the coven’s Book by hand as part of their entrance to the coven. A solitary may also keep a Book. Any witch without her tome cannot memorize new spells or perform any of her official or ceremonial duties. She can continue to cast and re-memorize spells she already has learned. A witch cannot advance in levels or gain experience points past a new level until her tome is recovered. Any other character that has possession of the witch’s tome has found a powerful weapon against the witch. Of course such a character may find themselves in great peril as well. Many tomes are cursed or somehow magically trapped to prevent such interference. Curses, Symbols, and Wards may be employed to keep the tome safe. Familiars or other guardians may be physically present. A witch’s familiar can track down a stolen witch’s tome even if the tome ethereally or astrally projected. Once the would-be thief has the tome reading it may be a different manner. Many tomes are disguised with special script, both mundane and magical. Since the witch is intimately familiar with her tome any spell that the witch can use to locate it always has a 100% chance of success (DC 0). And heavens help the thief who has angered the witch in such a personal manner.


The bell is used for summoning spirits and for starting vibrations. Bells can either be rung by the witch or by the spirits she summons. It is believed that spirits and fairies will ring bells when they enter a room. Bells are rung to ward of bad spirits or to signify the beginning or end of a ritual. The bell is a feminine symbol and is often used for summoning the Goddess.


This is a small one handed, double bladed axe. Most often used by dwarven witches it serves the same purpose of the Athame. While the Laybrys is in fact sharp, it is not used for cutting mundane items and never as a weapon.

Mortar and Pestle

Favored by herbalist, Venefica and any witch that works with potions. The mortar is the cup and a symbol of the Goddess. The pestle is used to grind the ingredient into powder and is the symbol of the God. Witches that use these as their spell focus, grind the material components in the mortar and focus the spell with the pestle like a wand. The pestle maybe used to draw symbols on the ground, or anything that a wand may do. These tools can be used for mundane purposes, but most often the witch has another set for cooking.


The Staff directly relates to the wand and has the same attributes and uses. Witches use staves very frequently. Staves are generally considered to be the tools of mages and wizards.


The Stone is used in much the same way as the pentacle and relates to it in many ways. It is a tool of the North and represents the Earth. For those of the Faerie Tradition, the Stone has a very rich history. Again, the Stone is another tool that is often thought to be a trade off for many witches. Where a pentacle can be an inflammatory symbol, much misunderstood, just about everyone has rocks lying around in some form or another.


Every tome will be different and unique as the witch who owns it. There are some common elements that would normally be included in every tome. The tome will also include prayers and devotionals, as well as instructions for proper meditation.


Liber Mysterium: Covencraft waning moon is used for banishing magic, for ridding of addictions, illness or negativity. Dark Moon Ceremony: From ten and a half to fourteen days after the full moon. The dark moon is a time for dealing with attackers, for exploring the darkest recesses and understanding anger and passion. Also bringing justice to bear.

Power Ritual

Sometimes called the Focusing Ceremony, this is the ritual that the witch uses to summon her powers and commune with her Goddess. It will be very similar to rituals of every other witch in her coven, but differ greatly from coven to coven. The ritual can include things as drawing a power circle or other diagram. Ritual litanies may be spoken. Sacrifices may be required at this point. Symbolism will be the heaviest here. If the patron deity is an agricultural Goddess, then grain may be offered or flowers for a god of spring. The Power Ritual must be performed before the witch can ask for spells, powers or guidance. The power ritual prepares the witch for divine knowledge and prepares the altar or holy place for the Goddess’ presence. Friendly, or evil, spirits may be invited if the Goddess so inclines. This is also known as “Calling down the Moon,” “Casting circles,” and “calling quarters”. This ritual is performed every time the witch begins to learn her spells for the day.

Sidebar: Yearly Moon Ceremonials Witches track their lives and cycles by the waxing and waning of the full moon. These are the full moons of the year and the months they normally occur in. Each moon has a celebration attached to it appropriate for the season. Wolf Moon – January. Horning Moon – February Storm Moon – March. The beginning of spring storms. Seed Moon – April. When planting begins. Hare Moon – May. First appearance of new rabbits in the fields. Meade Moon – June. When meade for honeymoons is made. Fallow Moon – July. Barley Moon – August. When barley is ready for harvest. Wine Moon – September. When grapes are ready for harvest for wine making. Blood Moon – October. Samhain. Snow Moon – November. First snow fall. Oak Moon – Decemeber. Celebrations of the Oak King (Yule). Elder Moon – The Blue moon or 13th moon of the year.


Ceremonials are the witch’s rituals for certain events that are periodically based. Rituals for the New Moon, or the birth of a child are the most common. These are the witch’s forms of organized worship outside the coven. Often these rituals performed with the coven, but they may also be performed alone. It is expected that witch will perform these ceremonials when they are expected, however the witch will not penalized if she misses one. If she continues to miss ceremonials then her god may begin to deny her powers, and eventually her spells. Moon related ceremonials are the most common.

Closing Rituals

Like the Power rituals that began the witch’s holy time, closing rituals are required to signify the end. They are used to dismiss any spirits that have come to ceremony and to close out the business of worship. It is only after the closing ritual does witch gain the knowledge or the power she was seeking. If magical diagrams were used then they are erased. If magical or holy candles were used then the witch puts them out.

Monthly Moon Ceremonials New Moon Ceremony: New Moon workings can be done from the day of the new moon to three and a half days after. The new moon is for starting new ventures, new beginnings. Also love and romance, health or adventuring. Many witches will begin new adventures at the new moon. Waxing Moon Ceremony: From seven to fourteen days after the new moon. The waxing moon is for constructive magic, such as love, wealth, success, courage, friendship, luck or health. Full Moon Ceremony: From fourteen to seventeen and a half days after the new moon. Prime time for rituals for prophecy, protection, and divination. Any work that needs extra power, such as help finding a new job or healing for serious conditions, can be done now. Also, the full moon is a time for love, knowledge, legal undertakings, money and dreams. Waning Moon Ceremony: From three and a half to ten and a half days after the full moon. The

The Book of Law

Just as the Witch has her own personal tome to reflect her worship and relationship with the coven, the coven has its own tome, The Book of Law. The coven’s tome will be very similar in nature to the witch’s personal tome. It is likely to be placed in very sacred place for the coven and it usually left in the charge of the high Priestess or the highest-ranking coven member. It also includes all of the coven’s ceremonies and rituals. It also, regardless of the coven’s alignment, includes the laws, ethos and organization of the coven. It may also include stories of the deity. It is treated much like that of any other cannon of a religious order. The coven’s Book of


Liber Mysterium: Covencraft Law will also radiate a faint magical aura. Stealing one from a coven should be considered a suicidal act.

Popular Mythos: Cerridwen’s Cauldron of Transformation; Feeding the Morrigan; Sniggling the Cailleach; Festival of the Dark Goddess; The Dumb Supper; Dancing with the Dead

The GM is of course encouraged to create any other number or nature of rituals and ceremonies to suit the campaign world. Players should also be encouraged to record the rituals required of their witch character. Although they are referred to as tomes, the official cannon and the witch’s personal writing could be in nearly any form, as long as it a written medium.

Feast of the Dead and the Witches’ New Year, Samhain, the third and final harvest festival, celebrates death and the passing of the soul into the next world. Death comes before Life in the Witch’s life cycle, because before new growth can occur, there must be room for it. On this day the veil between this world and the next is thinnest, so it is a time to remember and honor all those who died during the year. This is the time when souls that are leaving this physical plane can pass out and souls that are reincarnating can re-enter this plane. Many Witches prepare a Feast for the Dead on Samhain night, where they leave offerings of food and drink for those who have gone before. Samhain [pronounced “SOW-en”] is Celtic for “Summer’s End.” For now, nights lengthen, winter begins, and Witches work with the positive aspects of the dark tides as the Sun God and Earth Mother fall into slumber. Darkness increases as the Goddess reigns as the Crone, part of the triple-goddess that also includes the Maiden and Mother. The God, the Dark Lord, passes into the underworld to become the seed of his own rebirth [which will occur again at Yule]. In the British Isles, great bonfires blazed for the Celtic festival of Samhain. The young people would disguise themselves with hideous masks and walk through the village carrying lanterns made from carved turnips, to ward off evil spirits. Jack-O-Lanterns were carved with hideous faces and left on doorsteps and in windows to keep evil from entering houses. In the increasing star and moonlight of longer nights, many witches hone their divinatory and psychic skills as the aid of spirits and guides from the other world can easily be enlisted at this time. As mentioned before, Samhain is one of the two nights a year when the veil that separates this world from the next is at its thinnest. Magic done this night are generally divinations, asking advice of the dead, invocations honoring the dead, and protection spells. Altars are generally dressed in blacks, oranges, burnt reds, and rich yellows. Jack-O-lanterns, gourds, cider, and fall foliage can be used as altar decorations.

GM’s Note: Even though some classical witches did not keep a tome and some historical traditions forbade the writing of holy material, we will ignore that here for game play. Game witches need to keep a written tome for their personal use and the coven needs to keep one for coven business. This of course assumes that the witch has the necessary intelligence to read and write.

Sabbats and Holy Days

Sabbats are the official holy days, or “high” days, for witches. They are very similar to any holy days practiced by any other classes, in particular druids, and some clerics. A witch’s Sabbat will depend on the coven or cult she belongs to, but these guidelines may be followed. By celebrating the natural cycle of the year through ritual, witches can attune themselves to nature and the Divine that is inherent in all things. There was a series of firefestivals, occurring at 12-week intervals, and spaced between the seasonal festivals of solstices and equinoxes (thus, a festival every six weeks.) These fire-festivals would last three days, beginning at sunset on the first day, and would be the best time for sacrifices and divination.

Samhain/Witches’ New Year Other names: Hallowmas, Samhuinn, Halloween, Shadowfest, Martinmas, All Hallows Eve, Day of the Dead Dates celebrated: October 31, November 2, November 4, or when the sun is 15 degrees Scorpio Traditional Foods: Apples, Pears, Pomegranates, All Grains, Pumpkin-pie, Hazelnuts, Cakes for the dead, Corn, Cranberry muffins and breads, Ale, Cider, Herbal teas (especially Mugwort) and Meat unless the Witch is a vegetarian Herbs/Flowers: Calendula, Chrysanthemum, Wormwood, Hazel, Thistle Incense: Mint, Heliotrope, Nutmeg, Sage or Floral Woods and Herbs Burned: Apple, Heliotrope, Mint, Nutmeg, Sage Sacred Gemstone: Aquamarine Primary Focus of the Ritual: Transformation, regeneration, honoring the dead, divination, honoring the harvest, preparing for winter.

Yule/Winter Solstice Other names: The Winter Solstice, Yuletide, Alban Arthuan, Arthan, Modranicht [Mother Night] Dates celebrated: December 20, 21, 22 or when the sun is at 1 degree Capricorn. Traditional Foods: Fruits such as Pears, Apples and Oranges are served as well as Ginger tea, Cider and Pork.


Liber Mysterium: Covencraft mistletoe is certainly something to have hung everywhere, as it brings luck and kisses.

[These items can be prepared and served in many different ways.] Herbs/Flowers: Holly, Mistletoe, Ivy, Cedar, Bay, Juniper, Rosemary, Pine Incense: Lilac, Bayberry, Cedar, Pine, Rosemary Woods and Herbs Burned: Rosemary, Rosemary, Pine, Cedar, Oak, Ash Sacred Gemstone: Topaz Primary Focus of the Ritual: Rebirth and renewal, “saining” or “blessings” in ritual form, burning of the Yule log Popular Mythos: Battle of the Oak and Holly King [Oak King wins], Divine King, the Stag and the Wolf; Festival of the Dark God [as seen in the German Belsnickle] Return of Father Winter, aka Santa Claus.

Imbolc/Candlemas Other names: Oimealg, Imbolg, Imbolgc Brigantia, Lupercus, Disting, Lupercalia Dates celebrated: February 2, or when the sun is at 15 degrees Aquarius Traditional Foods: All foods from the Dairy food group, including cheese or sour cream, curries and dishes made with peppers, onions, shallots, garlic and chives, foods symbolic of the Sun are also appropriate, such as raisins Herbs/Flowers: Violet, Primrose, Snowdrop, Rowan; all of the first flowers of the year Incense: Lilac Sacred Gemstone: Amethyst Primary Focus of the Ritual: New growth, end of winter, rituals of purification, offerings to deity, candle rituals Popular Mythos: Pouring milk on the ground, associated with the goddess Brigit; laying the Cailleach to rest; Lupercus [wolf god in Italian witchcraft]; Lighting fires or candles in every room in honor of the Sun’s rebirth

This Sabbat represents the rebirth and second chances, and celebrates inception. Here, on the longest night of the year, the Goddess again gives birth to the Sun God and hope is reborn. Yule is a time of awakening to new goals and leaving old regrets behind. Pagan families bring a live tree into the home so the wood spirits will have a place to keep warm during the cold winter months. Bells are hung in the limbs so you could tell when a spirit was present. Food and treats are hung on the branches for the spirits to eat and a fivepointed star, the pentagram, symbol of the five elements, is placed atop the tree. The colors of the season, red and green, also are of Pagan origin, as is the custom of exchanging gifts. A solar festival, Yule is celebrated by fire and the use of a Yule log, usually made of oak. A piece of the log is saved and kept throughout the year to protect the home. That piece is used to light the next year’s log. Yule means “wheel,” for now the Wheel of the Year has reached a turning point, with the longest night of the year. This is the seed point of the solar year, midwinter, time of greatest darkness when we seek within ourselves to comprehend our true nature. As mentioned before, in virtually all witch traditions, this is the night of the Sun God’s rebirth and from this day forward, the days begin to lengthen, light is waxing. The ancient Pagans lit fires or candles to welcome the Sun’s returning light and the onset of nature and the earth beginning to awaken. Yule is the remnant of early rituals celebrated to hurry the end of winter and bring the bounty of spring, when food was once again readily available. Pagans celebrate Yule as a reminder that the ultimate product of death is rebirth. Altars will be decorated in reds and greens, as stated above, but the true “altars” of the season will be the witch’s home, decked out for the festivities of the Yuletide season itself. Being the Festival of Lights, red, green, and white candles are appropriate, and lots of them; they can be dressed in evergreens or pines, and

The Return of Light or Imbolc, translated as “in milk,” involves celebrations of inception, banishing the winter, and welcoming the spring. At the time of Imbolc, the newborn Sun God is seen as a small child nursing from his Mother. At this phase of the cycle, winter is swept away and new beginnings are nurtured. Some witch covens favor this time of year for initiations into the Craft. It is traditional at Imbolc to light every lamp in the house for a few minutes in honor of the Sun’s rebirth. The ewes begin lactating around this time of year, and it is a sign that winter is coming to an end. Perhaps divinations were cast to determine when spring would come. This holiday is usually celebrated beginning at sundown on February 1 and continuing through the day of February 2. Another name for this holiday is Oimealg, meaning “milk of ewes” since it is also the traditional lambing season in the old world. This holiday is especially sacred to the Celtic Fire Goddess, Brigit, patron of smithcraft, healing, midwifery, and poetry. A coven’s High Priestess may wear a crown of lights [candles] to symbolize the return of the Goddess to her Maiden aspect, just as the Sun God has reached puberty. Magic done on Imbolc are generally healing magic, purifications of tools, love magic, and offerings to chosen deities. Altars may be dressed in white with a green swath of fabric, and red candles in brass candleholders. Also, a book of poetry, a small anvil or metal-working


Liber Mysterium: Covencraft hammer, and dried herbs may be placed on the altar to honor Brigit. Any symbols of illnesses or injuries sustained during the year may be placed on the altar as thanks or as symbols of help needed. Children conceived on Beltane are born on Imbolc.

the witch wishes to decorate her altar with must symbolize that first and foremost.

Beltane/Mayday Other names: Beltainne, Mean Earraigh, Bealteinne, Beltaine, Roodmas, Calin Mai, Valpurga, Festival of Tana Dates celebrated: April 30 or May 1, or when the sun is at 15 degrees Taurus Traditional Foods: Dairy Products, Oatmeal Cookies/Cakes, or Marigold Custard Herbs/Flowers: Lily of the Valley, Hawthorn, Honeysuckle, St. John’s Wort, Woodruff Incense: Bayberry, Frankincense, Lilac, Rose Sacred Gemstone: Agate Primary Focus of the Ritual: Appearance of the matured Horned God, fertility, protection of animals and gardens, leaping the fire for a fortunate summer, love magic Popular Mythos: Maypole dancing

Ostara/Spring Equinox Other names: Ostre, Mean Earraigh, Pasch, Caisg, Pesse, Alban Eiler , Vernal Equinox. Dates celebrated: March 20, 21, 22, or when the sun reaches 1 degree Aries Traditional Foods: Leafy green vegetables, Dairy foods, Nuts such as Pumpkin, Sunflower and Pine. Flower Dishes and Sprouts Herbs/Flowers: Daffodil, Jonquils, Woodruff, Violet, Gorse, Olive, Peony, Iris, Narcissus and all spring flowers Incense: Jasmine, Rose, Strawberry, Floral of any type Sacred Gemstone: Jasper Primary Focus of the Ritual: Fertility, sunrise ceremonies, offerings to the goddess of spring Popular Mythos: Return of the goddess from the underworld [Persephone]

The Fires of Bel, bright and lucky fires of Beltane! Buoyant and colorful Spring has arrived, and the people give thanks. This is a day of fertility and life, of birth and growth, often the choice day for unsealed handfastings. Beltane is the time of the sacred marriage, that which honors the fertility of the Earth: the divine union of the Lord and Lady. Festivities include weaving a web of life around the Maypole and leaping the Beltane fire for luck. This is a time of self-discovery, love, union and developing your potential for personal growth. “Beltane” means “the fire of Bel,” “lucky fire,” and “bright fire.” As summer begins, weather becomes warmer, the plant world blossoms, and an exuberant mood prevails. The sun is fully released from his bondage of winter, and he’s ready to rule over summer and life once again. The counterpart to Samhain, it, too, is a time when the veil between the worlds is again at its thinnest. While Samhain is a festival of death, Beltane is a festival of life; this is a time of magic, protection, fortune, and purification. Celebrating Beltane includes frolicking through the countryside, Maypole dancing, athletic tournaments, feasting, music, drinking—enjoying life. Flowers are crucial at Beltane; they symbolize the victory of Summer over Winter, and the blossoming of sensuality in all of nature. Water is another important component of Beltane celebrations; water is life. The dew and wild water (flowing streams and springs) are collected and used to bathe in for beauty, or to drink of for health, on Beltane Morning. Magics done on Beltane center around virility and fertility, prosperity, and love. Incorporating sacred or tantric sex would be an asset to spellcasting during Beltane. Flower wreaths and garlands are typical decorations for this Sabbat, along with ribbons and

The Spring Equinox is the point of equilibrium; the balance is suspended just before spring bursts forth from winter. Ostara represents birth and growth. Holiday festivals use brightly colored eggs as symbols of life and the cosmic universe. Traditionally, Ostara is a time for collecting wildflowers, walking in nature’s beauty and cultivating herb gardens. This is the time to free the witch from anything in the past that is holding her back, a time to bring balance back into the witch’s life. As Spring reaches its midpoint, night and day stand in perfect balance, with light on the increase. The young Sun God now celebrates a hierogamy [sacred marriage] with the young Maiden Goddess, who conceives. In nine months, she will again become the Great Mother. It is a time of great fertility, new growth, and newborn animals. The next full moon [a time of increased births] is called the Ostara and is sacred to Eostre the Saxon Lunar Goddess of fertility [from whence we get the word estrogen] whose two symbols were the egg and the rabbit. Magics done at this time are generally those of healing and fertility, and love magics. Personal change and growth magics are also done as well. Altars may be dressed in pastel yellows, pinks, greens, blues, and, of course, silver for the Goddess. Dyed eggs are usually found dressing the altars, as are statues or representations of faeries and rabbits, the Green Man, feathers, stones, flowers and greenery, ribbons. If the witch uses an outdoor altar, small bird baths, animal feeders, and chimes are also a welcome sight. Ostara is a celebration of growth and of life; what


Liber Mysterium: Covencraft red. If there’s alcohol to be had, for this ceremony, mead should be used instead of wine.

streamers. The main color for Beltane is green, but white, red, yellow, blue, purple, and pink can also be incorporated for altar decoration. Beltane is vibrant, and should be reflected in altar dressings. This is the time to do prosperity spells, and love magic. Children conceived on Beltane are born on Imbolc.

Lammas/Lughnasadh Other names: Lammastide, Latha Lunasdal, Cornucopia, Thingtide, Lughomass Dates celebrated: August 1 or 2 Traditional Foods: Apples, Grains, Breads and Berries Herbs/Flowers: All Grains, Grapes, Heather, Blackberries, Sloe, Crab Apples, Pears Incense: Aloes, Rose, Sandalwood Sacred Gemstone: Carnelian Primary Focus of the Ritual: Bread harvest, first harvest, grain harvest, games of sport, blessing and saining rites, payment of debts, weather magic Popular Mythos: Marriage of Lugh to the Goddess [goddess varies], sacrifice of fruits to the soil [depending on your area], season of handfasting

Midsummer/Summer Solstice Other names: Alban Heruin, Litha, Mean Samhraidh Dates celebrated: June 20, 21, 22, or when the sun is at 1 degree Cancer Traditional Foods: Garden fresh fruits and vegetables Herbs/Flowers: Mugwort, Vervain, Chamomile, Rose, Honeysuckle, Lily, Lavender, Ivy, Yarrow, Fern, Elder, Wild Thyme, Daisy, Carnation, and Sunflowers, especially. Incense: Jasmine, Lotus, Rose, Wisteria Woods and Herbs Burned: Oak Sacred Gemstone: Emerald Primary Focus of the Ritual: Love, marriage, divination, prosperity Popular Mythos: Primary festival of the Horned God; Battle of Oak and Holly King [Holly King wins]; Scandinavian Baldur [god of light]; the descent of the God or Goddess

Lammas, also called Lughnasadh, is the first of the three harvest festivals; it is the essential harvest festival, to give thanks to Mother Earth [manifested as Tailte, mother of Lugh, for the most part] for Her bounty. This is the celebration of the first fruits of the harvest. The Sun King, now Dark Lord, gives his energy to the crops to ensure life while the Goddess prepares to give way to her aspect as the Crone. The Sun God enters his old age, but is not yet dead. The God symbolically loses some of his strength as the Sun rises farther in the South each day and the nights grow longer. Lughnasadh, another name for this Sabbat, broken into two words, means “Oath” [Lugh] “Gathering” [nasadh]. Hence, many unsealed handfastings [those lasting a year and a day] are held on this day, as it is the season for prosperity. The cycle of life is celebrated; in death, there is life, and vice-versa. Lammas is the time to teach what you have learned, to reap what you have sown, since this day originally coincided with the first reaping of the harvest. It was known as the time when the plants of spring wither and drop their fruits or seeds for our use as well as to ensure future crops. Magic done at Lammas generally consists of weather magic, prosperity spells for the coming year, protection spells, and invocations of thanksgiving to deities. Altars decorated for Lammas/Lughnasadh will have fruits and vegetables harvested during this time. Fresh-baked bread is good for this as well. Wheat weaving, such as the making of corn dollies from the first sheaf of corn harvested, is traditional. Harvested herbs are also good for the altar, and good for prosperity charms. Kindle a Lammas fire in your cauldron with sacred wood and dried herbs. Colors for altar dressings would be golden yellow, orange, green, and light brown.

Midsummer, or the Summer Solstice, the longest day of the year, is a time of triumph for the light. This holiday represents the Sun King in all his glory. In many celebrations, this is when the Oak King, who represents the waxing year, is triumphed over by the Holly King, who represents the waning year. The two are one: the Oak King is the growing youth while the Holly King is the mature man. Midsummer Night’s Eve is supposed to be a good time to commune with field and forest sprites and faeries, and divination is enhanced by this. On this longest day of the year, light and life are abundant. At midsummer, the Sun God has reached the moment of his greatest strength. Seated on his greenwood throne, he is also lord of the forests, and his face is seen in church architecture peering from countless foliate masks. Midsummer magics are those of healing, prosperity, fertility, and love. Altar dressings and decorations are herbs, flowers, and summertime fruits Herbs are listed above, and fruits such as strawberries, apples, and watermelon are appropriate for eating. Flowers are listed as well, but it’s important to have sunflowers on the altar, as they’re a big representation of the unity of Earth Mother and Sun Father. Altar cloths should be yellow, the goddess candle should be green, and the god candle should be


Liber Mysterium: Covencraft of corn harvested and kept until spring for prosperity, are good for a Mabon altar. Other decorations to look at are wheat sheaths bundled together with gold cords, corn stalks, cornucopias with seasonal fruits and nuts, gourds, pumpkins, acorns, and pinecones. Fall foliage colors will decorate an altar nicely, with the altar cloth being vibrant orange or dark brown.

Mabon/Autumnal Equinox Other names: Harvest Home, Alban Elued, Mean Fornhair, Winter Finding Dates celebrated: September 20, 21, or 22, or when the sun is at 1 degree Libra Traditional Foods: Corn, Fruits and Vegetables ready for harvest this time of year [i.e., corn bread, baked beans and squash] Herbs/Flowers: Morning Glories, Asters, Hazel, Corn, Aspen, Acorns, Oak Sprigs, Wheat Stalks, Cypress Cones, Pine Cones and all Harvest Gleanings Incense: Benzoin, Myrrh, Sage Sacred Gemstone: Chrysolite Primary Focus of the Ritual: Second Harvest, offering of vegetable and fruit harvest, corn festival Popular Mythos: Death of the Harvest Lord; King and Queen of the Harvest

Witches without a Coven

Under certain circ*mstances there will be a witch or warlock that exists without a coven. These witches can be grouped into two basic categories, solitaries and renegades. In either case, witches without covens do not have access to Coven spells.


Sometimes a single witch will not be able to connect with a coven or one may not exist in her area. These singular witches are known as solitaries. Often they perform the same kind of rituals and ceremonies of their covened sisters, just by themselves. Solitaries receive their instructions of how to worship and gain spells, as do their sisters, from a patron deity. When encountering the solitary, other witches may either feel sadness for their sister’s solitude, if same alignment or contempt or disgust, if different. A good or neutral aligned coven will never attempt to convert a solitary to their fold. They may, however, invite the solitary to see their worship. Evil covens may attempt to convert the solitary, regardless of her alignment, to join. Evil powers often tempt to convert solitaries. Because they are so preyed on by other covens and evil gods, solitaries will reluctantly trust others. Consequently those unaware of the witch’s status as a solitary will be more likely to believe that the witch is evil or at least up to no good.

At Mabon, the days and nights are equal. In fact, “equinox” means “equal night.” This is a time of balance, but light gives way to increased darkness. It is the second of the harvest festivals, and the Goddess mourns her fallen consort, but the emphasis is on the message of rebirth that can be found in the harvest seeds. This is the day the Sun God, the God of Light is killed by his rival and dark twin the God of Darkness. From this mid-autumn day forward, darkness will be greater than light as night becomes longer than day. The God prepares to leave his physical body and begin the great adventure into the unseen toward renewal and rebirth of the Goddess. At this time, nature and the earth decline, drawing back their bounty readying for winter and its time of rest. The Goddess acknowledges the weakening Sun, although, a fire burns within her womb. She feels the presence of the God even as he wanes. Mabon marks the completion of the traditional harvests began at Lughnasadh for this is the final grain harvest. It is a good time to walk the forests, gathering dried plants for use as altar decorations or herbal magic. Cornbread and cider are good additions to festivities, which generally center around thanksgiving for the abundance of the harvest, and rituals to ensure next year’s prosperity as well. Harvest suppers are also traditional, with stews, meat pies, hams, roasts, potato cakes, cheeses, custards, cakes, fresh fruit and pies. Typical beverages of the celebrations are ale, cider, and poteen. Fruits eaten at this time are apples, cranberries, fen-berries, grapes, pears, and peaches. Vegetables indigenous of Mabon are corn, beans, and squash. Magic done during Mabon are generally to center the witch, protection, to honor the dance that partners life with death. Magics done during Mabon are done to inflict a personal change upon the witch. Garlands of fall leaves make good altar decorations. Also, corn dollies made from the last sheaf


If solitaries are alone by necessity, then renegades are alone by choice. Any witch removed from her coven and continues to practice as a witch is considered a renegade. Mostly, renegades have been accused or convicted of some crime against the coven. They may still have some of their previous magic, but most often their Patron has also stripped them of their powers. Sometimes these witches have left their coven and have become members of another coven, or started their own. While they may still be advancing as a witch, their former coven-sisters may consider them as renegades and no longer witches. A good example is the various cults of the God Set. There is the Temple of Set, the Church of Set and the Brotherhood of Set. Which one was the first is unknown to most sages. Everyone else may not see any differences between these groups, but each sect sees the


Liber Mysterium: Covencraft referred to as the “Grand Destroyer,” and is usually a powerful Malefic witch or warlock. Most Decaying Earth cultists have no qualms about dealing with demons, so many of them take the Warlock prestige class. Also, blackguards or evil witch knights are common within their ranks. Traditions Supported: The Cult of the Decaying Earth is made up mostly of Malefic witches, with half as many Venefica and Tempestarii. General Alignment: A Cultist must be Chaotic Evil or Chaotic Neutral. Sabbats and Rituals: Cultists especially revere the winter months, as it marks the end of the year, and is particularly destructive. Their biggest ritual is performed on the first New Moon of Winter, where the cult meets to discuss their efforts for the coming winter. Common Traits: Most Cultists are wild and destructive, but also are quick thinkers and deceptively clever, despite their seeming inherent insanity. Principles: Destruction is inevitable. Our duty as thinking people has been to destroy our world, and that destruction must be welcomed, for existence is nothing but struggle and pain. Common Patron Domains (for Clerics): Chaos, Pain, Fear, Destruction, Evil, Decayed Earth

others’ members as renegades and treat them accordingly. How the God Set views them is unknown.

Notes on Creating a Coven

When trying to make a coven the questions that should be asked are, What patron does the coven represent? What purpose does the coven have? And, can this purpose be carried out by that patron’s normal clergy? Remember that not every deity will have a witch coven or even need one, but every deity will have a clergy of some sort. Witches take a lot of the deity’s time and work (not to mention the Game Master’s!), and a deity will not create a coven unless She absolutely needs it. When Witches are to be added to the campaign the GM needs first decide which patrons will have witches and which will not. The GM must decide the nature of the coven, its members, its laws and rules, its spells and its worship.

Examples of Covens

Wherever there are witches, there are covens. Every witch must belong to a coven and each coven is unique. Covens build the rules of conduct for the witches and provide them a place to learn their new abilities. The Goddesses instruct the covens and the coven members on magic and how they are to serve. Ardaynes or Ordains are the Laws of Witchcraft. These are a set of rules governing both individual and coven conduct. Several old versions exist and their origin is unknown.

Decayed Earth Domain Granted Power (not received without Greater Divine Dominion feat): Any spell with an energy type (Frost, Fire, Sonic, Electricity, or Acid), you may substitute with Acid Energy. All other effects of the spell still apply.

The Goddess or God of the witch is always the primary power in the witch’s life. The witch will revere her patron over any other goddesses or gods the witch might also acknowledge. Certain differences apply to the various Goddesses of the witches. Presented here are various Goddesses and their respective covens. “Now, then, must you face those whom you seek” From the Initiation Rite

The Cult of the Decaying Earth

The cult of the decaying earth is viewed as madmen. They seek to bring the destruction of all things. Only recently have they sprung up, their cult is a young one. Their youth makes them no less potent. Most members come to the Cult of the Decaying earth after enduring many hardships, and act out of sheer frustration. Members: The Cult of the Decaying Earth is generally open to all comers. Its sole requirement for entry is a thirst for destruction. At any given time, there are likely to be 4d6 Malefic Witches, 2d6 Venefica, and 2d6 Tempestarii (usually fire). The leader of the Cult is

Lvl 1

Name Doom


Ghoul Touch


Arctic Grasp*



5 6 7 8

Cone of Cold* Acid Fog Fire Storm* Earthquake


Incendiary Cloud*

Description One subject suffers -2 on attacks, damage, saves, and checks Paralyzes one subject, who exudes stench (-2 penalty) nearby Touch deals 1d6 cold damage per level, ½ movement Infects subject with chosen disease 1d6 cold damage/level Fog deals acid damage Deals 1d6 fire damage/level Intense tremor shakes 5 ft/level radius Cloud deals 4d6 fire damage / round

* These spells automatically deal acid damage instead of their normal type.


Liber Mysterium: Covencraft

The Brotherhood of Set

Of all the gods who could be considered “mad,” none come as close as the Egyptian god Set, also known as Seth or Suketh. His cult, the Brotherhood of Set, is in fact a very old organization of warlocks, wizards and witches. No female witches are ever permitted to join. The warlocks, as expected, enjoy the rank of commanders of the cult. Even the lowest warlock can have any number of mercenaries at his beck and call. Because of their similarities, both in times of Sabbats and reverence of the snake symbol, many people mistakenly believe that the Mara is a female faction of the Brotherhood of Set. Nothing could be further from the truth and a great enmity exists between Brotherhood and the Mara. Members: The Brotherhood has no set members for its covens, which are often called cults. There will be typically 2d4 Malefic, 1d6 Venefica, 1d6 Fire or Air Tempestarii, and 1d4 that are multiclassed Malefic/ Warlocks. The leader is known as the Grand Warlock. Unlike other witch covens, the membership of the Brotherhood of set is also open to non-witches. These “outer lodge” members will be fighters, thieves or multiclassed Assassins. A “middle lodge” of evil wizards and clerics also exists to aid the witches and warlocks of the “inner lodge”. As apparent by the name, this cult is open only to men. No woman may join. Traditions Supported: This coven if primarily made up of Malefic witches. There are some Venefica and Tempestarii as well. General Alignment: Members maybe of any Evil alignment. Patron: The patron is the Egyptian God Set. There is no Goddess, since Set’s own wife, and Isis’ sister, Nephthys left him. Sabbats and Rituals: Devotees of the Brotherhood of Set make human sacrifices on the night of the new moon. If humans are unavailable then large numbers of cats will be sacrificed instead. The members then dine on the roast corpses. Common Traits: The typical Brother is a savage thug, quite willing to murder to further his own goals. The atypical ones, however, are the most evil. The warlocks at the top of Set’s pyramid of followers are devious and evil to extreme. While lower members are content with snuffing out a life or two, the warlocks are only content with destroying whole cities. The Venefica/Warlocks brew dangerous poisons of snake venom. The Tempestarii/Warlocks likewise brew up terrible dessert storms. Principles: “Set is destruction. Set is Power and Power is the key to the future”. Common Patron Domains (for Clerics): Chaos, Death, Destruction, Evil, Set’s Blood, Strength, War

Granted Power (not received without Greater Divine Dominion feat): You can command Snake creatures as per the spell Command. Snakelike creatures with an intelligence score of 4 or greater may not be commanded in this way. Lvl 1

Name Protection from Good


Summon Monster II Poison

3 4

Summon Monster IV


Summon Monster V


Summon Monster VI




Summon Monster VIII Earthquake


Description +2 AC and saves, counter mind control, hedge out elementals and outsiders Summons Fiendish Viper, Tiny Touch deals 1d10 Con damage, repeats in 1 Min Summons Fiendish Viper, Medium or 1d4+1 Fiendish Vipers, Tiny Summons Fiendish Viper, Large, or 1d3 Medium, or 1d4+1 Tiny Summons Fiendish Viper, Huge, or 1d3 Large, or 1d4+1 Medium Brings Subject back in a random body Summons 1d4+1 Fiendish Viper, Huge Intense tremor shakes 5. ft/ level radius

The Daughters of the Flame

The witches of Ireland, Scotland and Wales all share a common Goddess in their wide and diverse pantheons. Brigit, also known as Brighid, Brigantia, Bridget, Brigid, Bride, and Brigandu, is the Celtic Goddess of Flame, Fire and Hearth, but also of Healing, Midwifery and Wisdom. She is honored by many witches, mostly of the Classical and Craft of the Wise Traditions, but none honor her higher than The Daughters of the Flame. The Witches of Brigit are charged with spreading Her bounty across the land, and so are often seen carrying two clay jars. The first contains water from a sacred river or stream, which the Daughters can pour into other streams to cleanse them. The second jar contains dung from Her pastoral lands which, when distributed, brings Her blessings upon fields and villages. Formal records of the Daughter’s foundations do not exist since the earliest days forbade the use of writing down holy or magical transcripts. History was passed from mother to daughter. It is known that they were contemporaries of the Druids and may have Ban Drui (a sect of female druids) themselves.

Set’s Blood Domain


Liber Mysterium: Covencraft Ardaynes: Aid those in need, especially mothers and children. Protect all forms of life. Do not kill unless absolutely necessary. Then do so quickly, offer no quarter, and beg no quarter. Tend to the Flame. Destroy all undead, as they are affront to Life and therefore the Goddess. Common Patron Domains (for Clerics): Fire, Brigit’s Flame, Good, Healing, Protection, Sun.

The earliest known members were the Ban Drui sorceress Bodhmal and the witch Liath the Lurcha, which dates back to the 3 century CE. They have survived time, the Vikings, the Chistianization of their homelands, and the Burning Times. They may not be the oldest order, but they are persistent. There are two schools of thought within the Daughters of the Flame organization. The first, the Eala, are known for their traditionalist ways and desire to remain a pastoral order and not get involved in the affairs of the world. The second, the Brenna, want to take a more active role in removing the threats to the Daughters, both mundane and supernatural. Members: This coven numbers 19 witches, with one leader, the High Priestess. Members of this coven can only be women and no man may enter into the scared areas of worship. A witch must have a high wisdom score (15 or better) to enter the coven. No preference is given on how the witch appears, but those with bright red hair are known as the “blessed of Brigit”. Traditions Supported: The vast majority of these witches are Celtic Classical witches. There will be a few Craft of the Wise and even a few Fire or Water Tempestarii. Lorelei are always welcome, but few have joined. Once in a great while a Faerie witch has belonged to the Daughters of the Flame. General Alignment: The Daughters are overwhelmingly Lawful Good, with a scattered few of Neutral Goods and even fewer Chaotic Goods. Patrons: The patron of course is Brigit, the Bright One or the Bright Arrow. Sabbats and Rituals: Witches of Brigit are required to keep a perpetual flame burning at their shrines. The witches of the coven each take turns tending the flame in 20-day cycles. On the 20th day Brigit herself magically tends the flame. A huge festival is given at time of Imbolic, also known as “Lady’s Day”. It is a celebration of the forthcoming return of Spring. Common Traits: The Daughters prefer the simple quite life of country living as opposed to the life of an adventurer or city dweller. The wish nothing more than to be left alone to tend to their sacred flame, but they will not turn away those in need of help. Every daughter takes skills in healing and midwifery. Legends tell that Brigit was midwife to the Goddess Rhiannon and thus the Bright One’s name is always invoked during times of labor. If a Daughter hears such an invocation, she will not hesitate to aid. Daughters of the Flame can also perform handfastings (marriages) and naming ceremonies for newborns. Despite their affinity for families and children, the Daughters rarely if ever marry themselves. Principles: “Brigit is a force of Life. To honor Her is to Honor life. Live simply and aid those in need. Tend to the Flame, for the Flame is Life”.

Brigit’s Flame Domain Granted Power: You may either rebuke or command fire creature as an evil cleric rebukes undead and turn or destroy water creatures, or you can turn or destroy undead creatures as a good cleric turns or destroys undead. You must choose which ability is gained when you first are granted this power. Use this ability 3 times per day + your charisma modifier. Lvl 1

Name Sanctuary

2 3

Protection from Elements Shield Other


Fire Shield


Dispel Evil


Flame Strike




Holy Word


Elemental Swarm

The Mara

Description Opponents can’t attack you, and you can’t attack Absorb 12 damage/level from one kind of energy You take half of subjects damage Creatures attacking you take fire damage, you’re protected from heat or cold +4 bonus against attacks by evil creatures Smite foes with divine fire (1d8/level) Beam blinds and deals 3d6 damage Kills, paralyzes, weakens or dazed non-good subjects Summons 2d4 large, 1d4 huge fire elementals

Of all the known covens, few are as deadly as the Mara. The Mara are invaders of dreams and some believe the cause of nightmares. While beautiful, they all have dark, wicked hearts. The claim to have existed since the dawn of mankind. While there are many who doubt their claims, they are a very old coven. Members: This coven always numbers 13, with one, the Grand Mara herself as the leader. The requirements for joining the coven are simple; one must be a beautiful but wholly evil witch. Preference is given to initiates who have dark colored hair. Traditions Supported: The Mara tend to have more Malefic than any other type of witch. A fair number of evil Tantric and Venefica witches are also welcomed. The rest, especially Classical and Tempestarii are also


Liber Mysterium: Covencraft welcome on a limited basis. No Faerie or Craft witch has ever joined. This coven also supports a fair number of Incantatrixes and Psychic Witches. General Alignment: The Mara are mostly chaotic evil. Mara under the care of Hecate tend to be more lawful evil. Patrons: The main patron of the Mara is the Goddess Lilith. She called the Queen of Night by her witches. Some smaller covens honor Hecate instead. Sabbats and Rituals: Mara always congregate during the new moon, which they call the “Darkening”. Special times of celebration are solar eclipses which they claim shows their superiority over anyone if they can block out the sun. Common Traits: Many of these witches adopt nocturnal lifestyles that they claim emulates their Goddess. Many witches of this coven also have an affinity for the undead and are not amiss consorting with vampires, who they call the “Children of Lilith”. Black robes are common, but sabbats are usually performed while sky-clad. Many Mara will take knowledge skills such as Astronomy, Demonology and Undead. Every Mara takes the Seduction skill. Mara are also fascinated with the imagery of snakes and many will have snake or serpent tattoos. Principles: “Lilith was first born. She was not cast out of Paradise, but left on Her own will. We honor Her by emulating Her. We consort with demons, undead and gods, but all fall before us as they did to Her. Humanity has forsaken their Dark Mother, we will remind them”. Ardaynes: Mara attempt to cause chaos where they see fit. They must lure the pure and the pious down paths of self-destruction. To kill a Paladin strikes a minor blow to Good; to seduce and defile one is larger victory for Evil. Use whatever means, tools and talents you have to obtain your goal. Common Patron Domains (for Clerics): Chaos, Death, Destruction, Evil, Lilith’s Will, Trickery Lillith’s Will Domain Granted Power (not received without Greater Divine Dominion feat): You can turn Good Outsiders as a good cleric turns undead. Use these abilities a total number of times per day equal to 3 + you charisma modifier. Lvl 1

Name Protection from Good



3 4

Cloak of Shadows Unholy Blight



Description +2 AC and saves, counter mind control, hedge out elementals and outsiders Sonic vibration damages objects or crystalline creatures Caster takes shadow form, near invisible and intangible Damages and sickens good creatures Infects subject with chosen

6 7

Harm Destruction




Summon Monster IX

disease Subject loses all but 1d4 hp. Kills subject and destroys remains Intense tremor shakes 5 ft/ level radius Calls outsider to fight for you (cast as evil spell only)

The Temple of Astartë, Queen of Heaven

Astartë (Ah-star TAY) is the goddess of love, fertility as well as war and lasciviousness (lust) to the ancient peoples of Canaan and Phoenicia; she was worshipped as far West as Carthage, Sicily, Sardinia and Cyprus. All Her witches work to insure the fertility and the safety of the land. Not mere pacifist, the coven of Astartë will also take up arms as befitting the Goddess of War. Astartë is particularly close the Goddess Lilith. Both have similar qualities, have witches as their primary worshipers and both have been cast out of Heaven. While Lilith still roamed the earth she was a handmaiden to Astrate. Both Goddesses’ covens are on good terms with each other despite the radical alignment differences. Total Members: 6 + 1d8 Tantric, 1d4 Classical, 1d3 Craft of the Wise, some Amazon and Lorelei. General Alignment: Astartë is predominantly Lawful. Her witches tend towards Lawful Neutral with some Lawful Good, Lawful Evils and True Neutrals. This is one of the few times when Tantric and Lorelei witches will be lawful. Sabbats and Rituals: Insuring the fertility of the land by pouring holy water on to crops or on to the soil. Clergy also train in various martial arts activities. Resurrection festivals are held at the full moon following the vernal equinox. This celebrates the return of spring and a reminder of Damuz’s return from the dead. Worshippers burn incense and pour libations to her. Requirements for Membership: None special. Must revere Astartë. Given Her fertility aspect, most of her witches are female. Common Traits: As with most pagan Goddesses, the witches of Astartë perform all rituals while skyclad (i.e. naked). On rare occasions they will don long robes. Ardaynes and Principles: Ensure the fertility of the land. Revere the Goddess. Protect those that also revere the land and the Goddess. Common Patron Domains (for Clerics): Fertility, Law, Love, War

Fertility Domain Granted Power (not received without the greater divine dominion feat): +2 bonus to Profession: Midwifery checks. Gains the ability to Detect Animals or Plants, as per the spell, also able to detect if a female is fertile or pregnant. Cast as if a druid of the same level.


Lvl 1

Name Bless Growth



3 4

Youthful Vigor Bounty


Make Fertile


Control Outcome of Birth Magickal Conception Crossbreed

7 8 9

Magickal Creation

Description Improves growth of plants, adult creature, or mother As charm person, except target is romantically inclined towards you The target gains the vigor of youth Increases the chances that a fetus/embryo/seedling will be born Make something previously infertile capable of creating life the can caster choose outcome (gender, amount,) of birth Makes a woman pregnant via magic Allow two incompatible races to have an offspring A new life is created without a father or mother

The Witches of the Howling Moon

The witches of the howling consists mostly of Lorelei, though there is usually a single Craft of the Wise witch within’ their ranks at any given time. There is even a couple Faerie witches within’ their ranks. Their home base is in a secret cabin located deep within the Northern Mountains. They are devoted mostly to the principles of the Lorelei, plus with the added philosophy by moonlight. Total Members: 6 + 1d8 Lorelei, 1d4 Faerie Witches, 1d3 Craft of the Wise General Alignment: No restrictions to Alignment. Requirements for Membership: Members of this coven are usually sought out by the current traveling members and brought back to their base during their annual Faunae Festival, where they are granted membership. Sabbats and Rituals: Each full moon the Witches of the Howling Moon must sing a special song. The song resembles the wolves cry to the moon. Also, the first full moon of winter is the Faunae Festival, where the members of the coven meet, new members are recruited, and a nightlong celebration occurs. Common Traits: Most Witches of the Hollowing Moon take the Astromancy feat at first level, providing a bonus to her spells on the full moon. Knowledge: Astronomy also is not uncommon. An NPC Witch of the Howling Moon has a 30% chance to be a lycanthrope of some kind. Ardaynes and Principles: “Centuries have passed, and the goddess has given us as intelligent creatures the gift

Liber Mysterium: Covencraft of song, and this must be respected at all times. Once every full moon, she calls out to all of her creatures, and it is important that we call back, for the goddess wants to hear the songs she has granted us the ability to create”. Venerate the moon and the darkness that surrounds it. Common Patron Domains (for Clerics): Animal, Luck, Travel, Howling Moon Howling Moon Domain Granted Power (not received without the greater divine dominion feat): Once per day, you can rebuke lycanthropes as an evil cleric rebukes undead. Use this ability a number of times per day equal to 3 + your charisma modifier. Lvl 1

Name Sleep


Animal Infusion Greater Magic Fang



Lesser Geas



Song of Discord Curse of Lycanthropy Martyr’s Cry


Animal Shapes


Wail of Banshee



Description Put 2d4 HD of creatures into comatose slumber Gain the power of an Animal One natural weapon of subject creature gets +1 bonus to attack and damage per three caster levels (max +5) Commands subject of 7HD or less Victims must make will saving throws or attack allies. Transmutes one humanoid into an afflicted lycanthrope Dying scream bestows curse on all who hear the cry One ally/level polymorphs into chosen animal Kills one creature/level

Oath: “I, (name), hereby solemnly swear to follow the path of the moonsong. At all times, I shall sing the song of the goddess, and I shall call out each moon when all of her creatures call out to her.

The White Lotus

The Witches of the White Lotus are a longstanding coven of witches who commonly work toward the unification of nature and civilization, acknowledging that a balance must exist between the two. While most of these Witches live on their own in nature, they tend to be extremely friendly and helpful to most travelers who happen upon their homes. Members: The members of the White Lotus come from all walks of life. Usually, a witch receives her calling and will seek out the nearest member of the White Lotus. All members of the White Lotus are good aligned. Traditions Supported: Faerie Witches and Venefica are the most common type of witch within the White Lotus. Also, earth and water Tempestarii are not uncommon, a


Liber Mysterium: Covencraft few rare Craft of the Wise followers will exist too. Rarely, a tantric witch will find her way into the coven. At any given time, there will be 2d6 Faerie Witches, 2d6 Venefica, 1d6 Earth and Water Tempestarii, 1d4 Craft of the Wise, and 1d3-1 Tantric Witches. General Alignment: (of the members) Members of the White Lotus lean toward Neutral Good, and has no particular preference toward chaos and law. Sabbats and Rituals: The White Lotus meet at the first Full Moon after winter, and the last new moon of Autumn. The location generally stays the same each year, usually at the eldest member’s home. Common Traits: The White Lotus are commonly very kind souls, always eager to help. They usually dress in deep greens and browns, but no official garb is required. Principles: The White Lotus strive for a deep respect for both nature and civilization, and always seek to protect both. They tend to favor protective spells, but it’s definitely not uncommon for the White Lotus to use offensive spells when the time comes. Common Patron Domains (for Clerics): Animal, Good, Healing, Protection, Plant, Sun, White Lotus White Lotus Domain Benefit (Not received without feat Greater Divine Dominion): The witch gains the feat Sylvan Empathy, and a +2 bonus to her Wilderness Lore skill. Lvl 1

Name Synthesis




Searing Light

4 5

Anti-Plant Shell Tree Stride








Prismatic Sphere

Description Gain 1d4 hit points for each round in direct Sun Light Plants entangle everyone in 40 ft radius circle Ray deals 1d8/two levels, more against undead Keeps animated plants at bay Step from one tree to another far away Deliver consumed poisons through touch Beam blinds and deals 3d6 damage Subject’s severed limbs grow back As prismatic wall, but surrounds on all sides

The Witch’s Patrons Witches of different covens honor different patrons. Often these patrons are the God and Goddess, but in some cases only the Goddess may be honored, or the God in one of their many guises. It is the patron that is main influence in the witch’s life. It is the patron the witch serves and it is through the patron that the witch

gains her power. The witch knows that she is only the vessel of the patron’s power, but she is also the physical manifestation of the patrons in this realm. This way, the patrons do not need to directly act in the world, They can use their witches for this.

The Goddess

Witches see all Goddesses as an aspect of the divine, one Goddess is not more powerful than another. To the witch the Goddess is the same whether she called Artemis, Hecate, Kali or Ishtar. The name or method of worshipping the Goddess is not as important as the role the witch fills for the Goddess. Because of this belief the witch may be of any alignment, she can even differ in alignment from her Goddess. So it is not unbelievable that a Chaotic Good witch could worship Kali, a Chaotic Evil Goddess. This witch might be worshipping the creative power of Kali, or her aspects as an earth mother, or even the vengeful slayer of demons. A witch will not see this as a contradiction. The Goddess is also seen as the overriding female principle, a divine child, mother and crone.

The God

The Horned God or the Black Man is the Goddess’ male counterpart. He, however, is not worshipped directly but His name is used in the rituals and He is equally as important. The Horned God is not a devil or a demon, but something much older. He corresponds to Cernunnos, the Leader of the Wild Hunt for druids. He is also known as Osiris, Apollo, Shiva or Damuz. He is the lord of life, death and the underworld. Being the God of the Sun to the Goddess of the Moon as he alternates with her in ruling over life and death. With her he cooperates in continuing the cycle of life, death and rebirth, or reincarnation. His own life is said to be circular. The Horned God is born at the winter solstice, marries with the Goddess at Beltane (May 1), and dies at Samhain. His death represents a sacrifice to life.

Name of the Goddess

The Goddess is known by many names, but each is but an aspect of the true goddess. What follows is a listing of Goddesses from Earth’s mythologies. In each case a possible or likely alignment is included as well as areas of domains for clerics and witch coven spells. Descriptions of that Goddess’ coven might also be included.


Witches who worship the Artemis aspect of the Goddess are on good terms with druids. These witches are common in amazon societies. As a witch of Artemis a woman pledges never to copulate with a man. These


witches are both chaste and celibate. These witches may also choose to take the bow and arrow as their weapon. She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone). Alignment: N or CG Areas of Influence:Hunting, Moon, Women

Astartë “With these in troop Came Astoreth, whom the Phoenicians called Astartë, queen of heaven, with crescent horns”. Milton: Paradise Lost, i. 437--9. “Mooned Ashtaroth, Heaven’s queen and mother both”. Milton: The Hymn. Astartë (Ah-star TAY) is the goddess of love, fertility as well as war and lasciviousness (lust) to the ancient peoples of Canaan and Phoenicia, she was worshipped as far West as Carthage, Sicily, Sardinia and Cyprus. Her name and cult were derived from Babylonia, where as Ishtar, she represented the evening and morning stars and was accordingly androgynous in origin. Under Semitic influence, however, she became solely female, although retaining a trace of her original character by standing on equal footing with the male divinities. She represents the productive power of nature. She is also a moon goddess. Her symbol is the crescent moon with “horns” turned up. She is related to the devil Astoroth, some say that she is now this devil, others say that that Astoroth is her son/consort. Astoroth has also been associated with the Canaanite god of Thamudzi/Damuz. Alignment: N or LN Areas of Influence:Fertility, Magic


The Goddess of War and Wisdom sprang fully grown and armored from Zeus’, her father, head. She represents wisdom in matters of life and war. Her worshippers are normally generals fighting just causes. The witches of this sect are usually on good terms with those of Artemis. This witch is favored in the Craft of the Wise tradition because of Athena’s renowned wisdom. They may choose the spear as their weapon. Alignment: LG Areas of Influence: War, Wisdom, Women


Bast is an ancient Goddess and the mistress of all cats. Nearly every Find Familiar spell known invokes her name. Witches of Bast, few as they are, live a cat-like life style. They prefer the comforts and leisure life that

Liber Mysterium: Covencraft cats enjoy. Then spend long afternoons lying in the sun and enjoying the sensuous side of life. Regardless, do not confuse leisure with laziness. Witches of Bast are dedicated fighters of evil, in particular the workings of the minions of Set. Witches of Bast may choose weapon mastry in one edged weapon at the loss of one feat. They also gain a +1 to hit and damage when fighting snakes. Her consort is Aelurus, who appears as a tanned human male with a cat’s or lion’s head. Alignment: NG or N Areas of Influence: Cats, Good, Hunting


Brigit, also known as Brigantia, Bridget, or Brigid, is the Celtic Goddess of the rivers and rural life. She is also the Goddess of Healing, Midwifery and Wisdom. She was raised on the milk creature of the otherworld, a white, red-eared cow. Brigit is one of the great Triple Goddesses of the Celtic people. She appeared as Brigit to the Irish, Brigantia in Northern England, Bride in Scotland, and Brigandu in Brittany. Many legends are told about Brigit. Some say that there are three Brigits: one sister in charge of poetry and inspiration who invented the Ogham alphabet, one in charge of healing and midwifery, and the third in charge of the hearth fire, smithies and other crafts. This actually indicates the separate aspects of her Threefold nature and is a neat division of labor for a hard-working Goddess. Indeed, various interpretations of her name exist including, “Bright Arrow,” “The Bright One,” “the Powerful One” and “The High One,” depending upon the region and the dialect. Her coven is known as the Daughters of the Flame. These lawful good witches keep a holy flame burning at all times. Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone. Alignment: NG or LG Areas of Influence: Fire, Healing, Wisdom


Often called the Roman Hecate, Cardea is the goddess of doors and the knowledge behind those doors. Cardea is a capricious Goddess, often requiring her witches to memorize a section of poetry or building a center of learning in exchange for Her gifts of knowledge. Cardea is open to all who wish to seek her out, but she makes no guarantees that her knowledge will be helpful to the seeker. Alignment: CN or CG Areas of Influence: Knowledge, Paths, Wisdom


Celtic Goddess of wisdom, intelligence, magic, divination and enchantment. She is the Goddess of the


Liber Mysterium: Covencraft cauldron. Popular among the Celtic Classical and Craft of the Wise Traditions. Cerridwen’s cauldron has the power to return the dead to life. Alignment: N Areas of Influence: Intelligence, Magic, Wisdom


The Celtic Mother-goddess known as Danu to the Irish and Don to the Welsh (and simlar to the Greek Demeter below). The race of the Tuatha deDannan means “The Children of Danu”. She is also the mother of many Irish Celtic gods Diancecht, Lir, Lugh, Oghma and others. Dagda is alternately mentioned as her son or father. She is fierce protector of home and hearth. She is part of a trinity of Brigit (maiden), Danu (mother), and Morigann (crone). Alignment: N Areas of Influence: Earth, Feritlity, Nature


Also known as Kore. The great Greek Earth Goddess. She is the Goddess of grain and of the harvest. Her witch cults are among the oldest known. Goes down to the underworld to retrive her daughter. During this time winter covers the land. Origin of most of the “Descent of the Goddess” legends. Alignment: NG Areas of Influence: Earth, Fertility, Nature


Diana is the Roman Goddess of fertility, the hunt and forests. She is the roman equivalent of the Greek Goddess of Artemis. But unlike Artemis, the witches of Diana are not required to be chaste or celibate. In the celebration of Beletane the witch copulates with a druid priest in order to bring fertility back to the earth. Some have even become Tantric witches. Obviously these witches are on very good terms with Druids. Their religious practices are very similar to Druids and to that Artemis. The covens of Diana are often very old and very popular. The Amazon tradition is often known as the Cult of Diana because of their feverent devotion to the Goddess. Alignment: N or CG Areas of Influence: Hunting, Moon, Women


Eir is the Scandinavian Goddess of Healing, and handmaiden of Frigg. No one is Her equal when it comes to healing. Her worshippers are all healers, either clerical or as herbal healers. Her clerics and witches must never pick up a weapon in anger or vengeance. She is depicted as been a slight woman with redish-blonde hair and blue eyes. Her arms are muscular.

She commonly wears blue and red. Fires always light her temples and covens, which are known as centers of healing and succor. She is known for her patience. All her worshipers must take the healing and profession (herbalist) skills. Alignment: NG Areas of Influence: Healing, Peace


Gaea (Gaia) is an Earth Goddess of Greek origin. It is she who is ultimately responsible for all life. It is claimed that she emerged from darkness and mated with Uranus (the Sky god) and bore the twelve titans. Alignment: N Areas of Influence: Earth, Fertility, Nature


Egyptian fertility Goddess. She is the celestial cow who created the earth and the sun. As a cow goddess she ruled love, joy, merriment, music and dance. She nourished the living with her milk , suckling Pharaoh and all others. She is also known as the Goddess of love, music, song, and pleasure. In this aspect She has many followers among Lorelei and Tantric witches. She was one of the Egyptian gods that help guide the dead to the other side. She is a Goddess that represents life, thus all her witches must be forces of life. While some celebrate life, like the Lorelei and Tantric witches, others actively pursue careers to destroy those that threaten or mock life, such as the followers of Set or undead. Alignment: CG Areas of Influence: Creation, Fertility, Life, Magic


Hecate is, in Greek mythology, the Goddess of darkness, and the daughter of the Titans Perses and Asteria. Unlike Artemis, who represented the moonlight and splendor of the night, Hecate represented its darkness and its terrors. On moonless nights she was believed to roam the earth with a pack of ghostly, howling dogs. She was the Goddess of sorcery and witchcraft and was especially worshiped by magicians and witches, who sacrificed black lambs and black dogs to her. As Goddess of the crossroads, Hecate and her pack of dogs were believed to haunt these remote spots, which seemed evil and ghostly places to travelers. In art Hecate is often represented with either three bodies or three heads and with serpents entwined about her neck. Of all the deities who have covens, Hecate’s covens are the most widespread and well known. Once a fairly benign Goddess in early Greek times, Hecate became the dread Greek-Roman Goddess of ghosts, a close confidante of Persephone and a patron of witches. The brutally wronged Hecuba of Troy was reincarnated as one of Hecate’s black dogs, which accompanied her on her night walks. When Hades kidnaped Persephone in


the later Greek myth, farseeing Hecate was the only one who witnessed it. Hecate was worshipped at three-way crossroads at night even by ordinary Greek families and could ward off ghosts if properly propitiated. But Romans also believed She had more sinister worshippers; the witches and sorceresses who could coerce even the gods to do their will. Alignment: LE or LN Areas of Influence: Ghosts, Magic, Moon, The Crossroads


One side of Hel’s face was that of a beautiful woman. The other half was that of a rotting corpse, green and black, or of a skull. She ruled the realm of Niflheim, a huge black canyon in icy mountains, where those who did not die gloriously in battle went when their span of life was up. Niflheim was not burning but icy cold, filled with sleet, icy slush, cold mud and snow. Garm, the horrible hound whose breast was splattered with the blood of the dead, guarded the entrance. Her hall was called Damp-With-Sleet. Her plate was Hunger, Her knife Famine; Her two servants were both called Slow-Moving. Her bed was Sick-Bed, the stone at the entrance to her hall Drop-to-Destruction. So the Vikings described Her and Her home. Though the Vikings regarded her with horror, the common people worshipped her. Alignment: NE Areas of Influence: Death, Destruction, Evil


Hestia is one of the Grecian hearth goddesses. The Romans later called her Vesta. Hestia was said to preside over all sacrifices. One of the prohibitions was that should her fire ever go it, it could not be rekindled by an ordinary fire but only by the sun’s rays or by the friction of two pieces of wood. As Vesta, the leaders of her cult were the Vestal Virgins (these were six girls from ages six to ten) who entered her college and stayed there for thirty years. Those breaking their vow of chastity were whipped to death or entombed. Her witches will be the older women who have completed their temple service. She is part of a trinity of Artemis (maiden), Hestia (mother), and Hecate (crone). Alignment: LG Areas of Influence: Hearth, Healing, Home


Holda, or Frau Holt, is the Goddess of Teutonic witches and Hags. She is seen as both a caring mother and a frightening hag—a witch that calms children’s fears or eats them. These polar opposites are common in many of the guises of the Goddess. Classic witches typically honor her “good” side and Hags her “evil” one. Holda is often depicted as riding a broom or

Liber Mysterium: Covencraft a giant flying goose. She can appear as a kindly old mother, a small child wearing all white or a viscous haglike monster. She is the goddess of spinning, vegetation and children. She is also a fertility goddess and her consort is known as the Wood Man. The Oskorei, or the Furious Horde, a legion of fallen heroes and others, who have died before their time, similar to the Wild Hunt of the Celts or the Valkeries of the Norse, follow her on her nightly rides. It is also believed that Frau Holt is the model for the children’s storybook character “Mother Goose”. Alignment: CG or CE Areas of Influence: Night, Mysteries, Witches and Hags


Ishtar of the Babylonians, and alternately Inanna of the Sumerians, represent the duality approach to the female deity, both are to be considered Nature deities; that is, human nature. Both are the chief goddesses of their pathos, both are the goddesses of love, and therefore sexuality. Also both are the goddesses of War, and therefore violence. Their witches tend to have mercurial, almost chaotic personalities. Covens tend to be very ancient and set in their ways. Rituals will usually be consisted of old, lengthy litanies and sacrifices. Ishtar’s witches are also as likely to pick up a weapon, as they are to use magic. Alignment: CN Areas of Influence: Love, Nature, War


Covens of Isis are old and represent ancient powers of the universe. These witches are in tune with the fundamental powers and forces of the universe. Isis’ name is called in rights of fertility. She is also the patron Goddess of Magic. There is much rivalry between Hecate and Isis in this category. All of Isis’ covens are the paramount of good. Isis is also a feminine ideal. With Osiris, Isis and Horus (the divine child) made up a Holy Trinity. She is the Goddess of marriage, motherhood, fertility, magic, healing, reincarnation and divination, to name but a few. Isis is the patroness of priestesses. One myth has Isis poisoning the Sun God Ra, offering to save him only if he would reveal his secret name. At last, at the brink of destruction, Ra gives Isis his heart, with the secret name it held, and his two eyes (the Sun and the Moon). Isis quells the poison and ends up with Ra’s supreme power. In time the great Eye was passed along to her son Horus. Proclus mentions a statue of her which bore the inscription “I am that which is, has been and shall be. My veil no one has lifted”. Hence, to lift the veil of Isis is to pierce the heart of a great mystery. Alignment: NG or LG Areas of Influence: Healing, Magic, Women


Liber Mysterium: Covencraft


Kali is the supreme Dark Goddesses. It has been claimed that Her name is derived from the Hindu word for Time, yet also means, “black”. She is also called Durga. Her very appearance is meant to terrify. She is black and emaciated, with fangs and claws. She wears a girdle of severed arms, a necklace of skulls or severed heads, earrings of children’s corpses, cobras as bracelets or garlands. Her mouth is smeared with blood. Often She is shown standing or dancing on the corpse of the god Shiva; here, She feasts on his intestines. Yet even Kali is not always dark. She also is a loving mother, and especially in that aspect is worshipped by millions of Hindus and her witches. Her witches also see Kali as an Earth-Fertility Goddess, is thus worshiped by many Tantric witches. There are many parallels between the witch’s view of Kali and that of Ishtar. Kali’s regular priests (Thuggee) see her as the destroyer and a Goddess of death. Her witches, however, view Kali as the Force of Nature, a mother who can give life and take it away. Witches of Kali generally have several Thuggee males in their covens as their strong arms. Slaves are kept and human sacrifice is common. Kali’s holiest nights are on the new moon and Wednesdays. Alignment: CE Areas of Influence: Death, Destruction, Fertility

Lilith Lilith is many things, first woman, wife, mother of demons, consort to men, demons, devils and gods, witch, demon and Goddess. Lilith was the first wife of Adam, the first man. Adam and Lilith never found peace together, for when he wished to lie with her, she took offence at the recumbent position he demanded. “Why must I lie beneath you?” she asked. “I also was made from dust, and am therefore your equal”. She became proud and refused to lie beneath him during intercourse. This

violated the command to be fruitful and multiply, since she was not being impregnated. Some traditions hold that she was impregnated and bore demons from him. Others claim She had two daughters with Adam. Naamah and Tubal are referred to as Cain’s sisters. Naamah is the mother of many devils. He pushed the issue of her submission, and she uttered the Holy Name of God and flew away. It is said that soon after Lilith left Adam he stood in prayer before his creator and said: “God of the World, the woman that you gave me has run away from me”. God tried to force her to return to Adam and sent therefore the death-angel Azrafil to her in the desert at the Red Sea, where she dwelled with the djinns, giving birth to countless demons. Then God dispatched the three angels, Sanvai, Sansanvai, and Semangelof to bring her back. They caught up with her in the desert near the Red Sea, a region abounding in lascivious demons, to which she bore Lilim at the rate of more than one hundred a day. “Return to Adam without delay,” the angels said, “or we will drown you!” Lilith asked: “How can I return to Adam and be his woman, after my stay beside the Red Sea?” “It would be death to refuse!” they answered. “How can I die,” Lilith asked again, “when God has ordered me to take charge of all newborn children: boys up to the eighth day of life, that of circumcision; girls up to the twentieth day? Nevertheless,” she said, “I swear to you in the name of God who is living and exists, that if ever I see your three names or likenesses displayed in an amulet above a newborn child, I promise to spare it”. To this day they agreed; however, God punished Lilith by making one hundred of her demon children perish daily, and if Lilith could not destroy a human infant, because of the angelic amulet, she would spitefully turn against her own. As late as the 18th century, mothers and children across many cultures took advantage of the protection offered by these amulets. Charms and rituals accompanied the use of the amulets, protecting mothers and infants from the retribution of Lilith. Baby girls were considered vulnerable in their first three weeks of life. Boys, on the other hand, were believed to be vulnerable


for longer periods of time. Any boy under the age of eight was possible prey. Alignment: CE Areas of Influence: Evil, Moon, Women


Of the Finnish, “the people who ran from the woods,” few Goddesses are as evil and sad*stic as Lovitar, Maiden of Pain. Witches of Lovitar dispense pain to all of their enemies. Typical garb is white and all kinds of daggers are allowed as weapons. Her coven spells deal primarily with pain and cold. Alignment: NE Areas of Influence: Cold, Evil, Pain


The Queen of the Sidhe. Mabd is the prototypical elven Goddess of Celtic lore. Her high time is the Summer Solstice. She is also known as Mab, Meave and to the Briton Celts, Titania. She is a mercurial Goddess that reflects the nature of the forest; life giving to some, deadly to others. Witches of the Faerie Tradition honor Mabd and many of the Classical Traditions also pay her alligence. Alignment: CG or CN Areas of Influence: Elves (Sidhe), Mysteries


The Raven, the Celtic goddess of war. Known as The Morigann, Morigan, Macha and Morigu. She is the Goddess of war, battle and death, but not evil. Part of a trinity of Brigit (maiden) and Danu (mother), Morigann is the crone. Alignment: CN or CE Areas of Influence: Chaos, War


This Welsh Goddess is well known for her appearance in the Mabinagion. In penance for a crime that she did not commit, she sat for seven years outside Pwyll’s palace and offered to carry any visitor on her back like a horse. The singing of her three magic birds could be heard over the sea, could wake the dead and could lull the living to sleep. She was also identified with Epona (a horse cult). The Roman Calvary favored Epona and her shrines were covered with roses. Alignment: CG Areas of Influence: Horses, Fertility, Women


Tiamat is the great creation Goddess of water and chaos to the Sumerians. She gave birth to all of the Sumerian (Babylonian) gods and ruled them all, until the god Marduk defeated her. He used Her body to create

Liber Mysterium: Covencraft the sky and earth. She was described as a great dragon or a being of chaos. Like so many other destructive Goddesses, Tiamat is a Goddess of creation. It is believed by the Sumerians that she created the world. In Babylonian myths, Tiamat is a huge, bloated female dragon that personifies the saltwater ocean, the water of Chaos. She is also the primordial mother of all that exists, including the gods themselves. The Cult of Tiamat is extremely far reaching. The primary duties of her witches are to venerate Tiamat and destruction in any way they can and to spread the word of the cult. Often “spreading the word” implies random acts of violence and attributing them to Tiamat herself. It is her capacity as the dark Goddess of chaos and creation that attracts so many witches to her cult. Her witches tend to belong to the Malific or dark Tantric Traditions. Alignment: CE Areas of Influence: Chaos, Creation, Dragons, Water


Aztec witches who worship Tlazolteol, the Goddess of vice, are often tantric or malefic witches. They spend a great amount of time on their appearance and try to look as desirable as possible. Once they have someone alone they will attempt to corrupt or kill them. Most prefer to corrupt others. Bards speak of a particularly successful witch of Tlazolteol who had been in the bedrooms of many of a particular country’s politicians. Single handedly she had nearly toppled the government through jealousy and deceit. Tlazoteol is also seen as a necessary evil. She takes in filth and sin so it may be disposed of. It is this aspect that she is most often worshipped and served by her witches. Confessing ones sins to her or to her witches, one would be purified of those sins. Mothers in childbirth often called on her aid. Her witches, learned in all manners sexual, are also skilled midwives and nursemaids, after all birth is a natural consequence of sex. Her witches are believed to be adulterous and women born under her sign (The Ocelot) were believed to become her witches. She is seen as lustful maiden, mother or priestess and crone, devourer of youth, depending on her mood. She is always depicted nude in all of her aspects, as the Mother she is seen having just given birth. She wears a gold and turquoise necklace and her temples are andorned with gold bells. Of note she is also sometimes depicted as wearing a conical “witch’s” hat. Alignment: CE or CN Areas of Influence: Chaos, Feritilty, Trickery, Vice

Name of the God

It is no secret that much of witchcraft is “Goddess focused”, there is though a God as well. Though he might get a secondary placement in some


Liber Mysterium: Covencraft Traditions and ignored altogether in others, He is to most witches equally important. Listed here are various Gods. Included in each listing are a description of that God, likely alignments and Domains as well as the Goddess they are consort to.

Other Patrons Witches are not limited in the patrons they may seek. While most witches will have some form of the Goddess and God (or just Goddess) as their patron, others can choose other paths. Powerful spirits, local gods or even demonic patrons are not unknown.


God of light, prophecy, music and the sun. He is twin brother to Artemis. Witches that honor him are given the gift of prophecy. Alignment: CG Areas of Influence: Good, Light, Music, Sun Consort to: Artemis


Voodoo witches work with the Loa, or spirits. Animistic witces or shamans may invoke the spirits of nature, animals or plants. Family witches often call upon the spirits of departed family members and ancestors to aid them in times of great need. Spirits may come in a variety of shapes sizes and power. Some, like the voodoo Loa can be as powerful as gods in their own right. Family and ancestral spirits might be comparatively week, except under certain circ*mstances. Nature spirits have power proportional to the aspect of nature they represent. As with the Goddesses and Gods, GM are encouraged to use whatever spirits make sense for their world.


Horned God of the Celts, master of the Hunt and Summer, Cernunnos is prototypical of the witch Gods. He is known as the Summer Lord and the Horned One. He is also a fertility God, in this case male fertility. His horn crested head symbolizes masculine power Alignment: N Areas of Influence: Fertility, Harvest, Hunting, Summer Consort to: Danu

Demons, Devils, and Fiends

While not gods, the foul things that reside in the infernal planes are powerful and immortal, and they wish to control this realm as well as their own. To this end, demons, devils and other fiends try to attract the young and entice them to become their followers. The fiends look for consorts and worshipers among the humans. Some humans seek out the beings from the Lower Planes for power over their brethren. Devils are most likely to have worshippers among the short-lived mortal races; the belief being their lives are short and they have to gain power quickly. Demons tend to attract non-human or even some humanoid types. Not due to any perceptions of power, demons tend to be more alien in terms that the humanoid races can understand. While there are those that do worship and serve these creatures that are witches, most are just common people who wish to rise up from their lot in life and see the power of evil as a shortcut. To make matters more confusing, warlocks actively seek demonic patrons for their powers and some diabolic and demonic cultists call themselves “witches” even when they have nothing to do with witchcraft. To add to the witch’s misery when a new religion moves into an area they often demonize the indigenous and pagan beliefs. So a Goddess worshiped by witches for thousands of years might suddenly become a demon or devil in the eyes of the new religion, as was the case with the Goddess Astartë and the devil Astaroth.


Earth and father God to the ancient Celts. He stirs the cauldron of creation. He mates with the Morrigan once per year, but shares his cauldron with Cerridwen. Alignment: LN Areas of Influence: Earth, Life and Death Consort to: Cerridwen or the Morrigan


The God of wine in both it’s meanings. He is the God of abundance and religious ecstasy. He is also the God of drunken revelries, debauchery and madness. Nymphs and satyrs always accompany his followers, called the Maenads or Mad Ones.


The Egyptian God of Life, Death and Rebirth. He began as a God of the harvest, in particular corn. He is Brother to Set and Isis and husband to Isis. Set killed Osiris and cast away his dismembered body. Isis reunited his body parts and brought him back to life. He then became lord of the dead. He is also the God of the Nile and Law. Alignment: LG Areas of Influence: Godd, Earth, Knowledge, Life and Death Consort to: Isis


Liber Mysterium: Magic

Chapter VI: Magic neither good nor evil, any more than the wind and rain are good or evil. However witches also believe in the “Rule of Three” that what ever they send out into the world will come back to them threefold. Therefore, good witches tend not to cast what is commonly called “Black magic”. Evil witches are very likely to use White or Gray magic when it benefits them.

“Magic is the Highest, most Absolute, and most Divine Knowledge of Natural Philosophy, advanced in its works and wonderful operations by a right understanding of the inward and occult virtue of things; so that true Agents being applied to proper Patients, strange and admirable effects will thereby be produced. Whence magicians are profound and diligent searchers into Nature; they, because of their skill, know how to anticipate an effect, the which to the vulgar shall seem to be a miracle”.

Magical Theory and Thought

Witches view magic a bit differently than other spellcasters. Most see a division between Arcane (wizard) and Divine (priestly) magic. While these divisions are academic to most everyone else, to the spellcasters they define how they see reality. To the witch Arcane and Divine are only facets of the totality of magic. As described above, magic is the lifeblood of all witches regardless of alignment, coven or tradition. Witches create magic for the same reasons that bards create songs; as a natural outlet for their own creativity. To a witch discussing magic as thing separate from the world or as “supernatural” is as absurd as discussing water or air as something separate from the world.

The Goetia of the Lemegeton of King Solomon (The Lesser Key of Solomon). MAGICK is for ALL! Aleister Crowley Magick in Theory and Practice


agic is the lifeblood of all witches. Manipulating the forces of arcane and divine magic is what sets the witch apart from other mortals, even other spellcasters. To a witch, magic is everywhere and in everything. To many witches, magic is often the same word as life. In the witch’s mind magic is not simply a way of attaining practical ends, it may also involve at least a partial symbolic recognition of her spiritual worldview and of her Goddess and beliefs. In this respect magic often merges with religion, and indeed the line between the two is frequently blurred. While a priest and wizard view magic and religion as distinct, the witch sees no such differences.. Without magic, a witch is no different than the cowan or mundane people around her. The theoretical foundation for most magical practices is a belief in correspondences, or hidden relationships among entities within the universe especially between human beings and the external world. According to this view, the application of the right colors, objects, sounds, or gestures in a given context can bring about the desired result. The theory of correspondences affirms the power of thought to confer reality on products of the imagination, particularly when these thoughts are expressed through significant symbols. A distinction can also be drawn between white and black magic: White magic is employed for benign ends or for personal discovery, and black magic is used to harm others. The majority of the magic the witch employs then can best be described as gray. Many witches believe that they can cast any type of magic regardless of alignment. Magic itself is

Every witch has a particular feel or form to her magic. While magic can be altered by her coven or tradition, each witch’s personal casting is unique. Thus it becomes possible to determine which witch has worked what magic by her tell-tale signs. In order to determine the witch that cast a particular spell the character would need at least the Spellcraft or Knowledge (Witchcraft) skill and familiarity with that witch’s magic in the past.


Liber Mysterium: Magic

The Pentagram View

Magical Correspondences

Most witches do not subscribe to the Thaumaturgic Triangle view. The see it as a compromise to other spellcasters. Plus it leaves out the very magic it was named for, Thaumaturgy. Most witches view magic from the Pentagram or Grand Elemental view. They divide magic in to five distinct camps and associate an element to each magical camp. Thaumaturgy or Low Magic is the magical style practiced by Hedge Wizards, Hedge Witches, Shamans or Adepts. Thaumaturgic magic depends heavily on rotes, sympathetic magic or divine influence. Witches believe that even some druid magic can fall into this category. Its associated element is Earth. Sorcery or Natural Magic is the magical style practiced by Dragons, Sorcerers and some other naturally magic races such as the faerie and elementals. Fiends and Celestials, while naturally magic derive their source from the Divine. Unlike Thaumaturgy, Natural Magic flows from within, which makes it more like arcane magic. But unlike Arcane, Natural Magic is not learned; it is a natural part of spellcaster. Its associated element is Water. Divine, or Clerical Magic is magic that comes from the gods, other planes or strong beliefs. The source of this magic is always outside of the spellcaster, which makes it very different than Natural Magic. Unlike Natural Magic and Thaumaturgy, Divine magic requires neither skill nor practice, only faith. The spellcaster can improve her casting styles or effects, but not the source or nature of the magic. Its associated element is Air.

Witches believe in the notion of magical correspondences, that reality can be effected by magic that is related to other object. This magic can be Homeopathic, Sympathetic or Contagious. Thus the use of spell components is extremely important to the witch. Witches distinguish three types of magical practice. Homeopathic Magic uses small portions of something to effect the whole. For example when a witch creates a control doll she will use a bit of hair of the person she is trying to control. Sympathetic Magic, or symbolic magic, is based on the symbolism used. So when a witch casts Drowsiness she uses rose petals or sand because of their symbolism to sleep. Contagious Magic effects something because of its relationship to a magically charged object. The most common magically charged object the witch has is her athame. The spell is cast through the athame and the athame then directs the spell. Some magic uses all three. For example: a control doll is created with homeopathic magic. Needles stuck into it to affect someone else are sympathetic magic, and casting a spell on the doll to affect another is contagious magic.

The Thaumaturgic Triangle View

Some witches view magic as a Thaumaturgic Triangle, with Arcane magic on the left lowest corner, Divine at the right lowest corner and Witchcraft at the top. Of course it should be noted that Wizards and Clerics view it quite differently. Witchcraft is defined as the blend of both Arcane and Divine magic, but it is also separate from these magical styles.







Fig. 6.2 Pentagram View


Arcane Magic or Wizardry is magic that comes from the learning of great secrets. Arcane magic must be studied and certain formulas must be followed, like Thaumaturgy. This puts it at odds with Natural Magic, but like Natural Magic, the magic comes from the skill of the spellcaster to harness the power of magic.


Fig. 6.1 Thaumaturgic Triangle View


Liber Mysterium: Magic Circles are drawn clockwise for white magic and counterclockwise for black or evil magic. The exact nature of the spell or ritual may require other, rarer materials. Often the circle is drawn with other symbols of power, including the witch’s own personal symbol. The materials that make up the circle will also be of significance to the function it is being used. For maximum effect the witch will use oils, powders and spices from the lists above. To construct a circle the witch needs to know what she is going to do (summoning a demon, conversing with her Goddess, etc.), what materials will be appropriate and what symbols she needs to use. All of this can take hours to days to prepare and months or years to research. Generally speaking, the simpler the function of the circle, the easier it will be to construct and the cheaper the cost. Simple things like monthly rituals and communing with her Goddess should be relatively easy for the witch. These will be found in the coven’s Book of Law. Adventures can be built around solitaries and witches looking for other types of rituals and the materials needed. The lines on a magic circle are normally double lines spaced far enough apart for the witch to inscribe symbols and runes within. Most importantly, great care needs to be taken by the witch when drawing such symbols. Incorrect symbols are useless. To make magic circles the witch requires the Cast Magic Circle feat. Witch’s arcane spell castings are prepared via a series of rituals. Each spell holds a different ritual, but there are some things that do not change. Whenever a witch begins preparing a spell, she usually creates a magic circle around her. The type of Magic Circle varies with the type of spell being prepared. Simply drawing in the dirt, sand, or spreading salt or another substance around the witch typically creates magic circles. Simple magic circles of these sort require the witch to make a Craft (Magic Circle), Spellcraft or Knowledge (Witchcraft) check, DC of 10. A failed check means the circle is incorrect or inaccurate in some manner, but the witch will still believe that it is correct. More experienced witches (those with the Create Magic Circle feat) will sometimes create larger Magic Circles to aid them. Creating an enchanted magic circle takes 1 minute per foot radius. Unless otherwise noted, an Enchanted Magic Circle affects only the witch who created it. A magic circle can be created by any means, ranging from an extensive tile design created into the floor or to drawing in the dirt with a stick, but if the magic circle is ever disturbed even the slightest bit, the powers granted by the Magic Circle cease working.

Its associated element is Fire. Witchcraft is the combination of these magical views. Like thaumaturgy and arcane magic the witch must practice various rotes and formulas to activate and shape her magic. Witchcraft is also Divine because to power of this magic comes from the Patron. Its associated element is pure magical Essence. Regardless of how the witch may view her magic, she does know that her style of magic is part of the greater whole of all magic. Witchcraft is subject to the same rules and laws that govern all magic.

Magic Circles Having chosen a place for preparing and constructing the Circle, and all things necessary being prepared for the perfection of the Operations, take thou the Sickle or Scimitar of Art and stick it into the centre of the place where the Circle is to be made; then take a cord of nine feet in length, fasten one end thereof unto the Sickle and with the other end trace out the circumference of the Circle, which may be marked either with the Sword or with the Knife with the Black hilt. Then within the Circle mark out four regions, namely, towards the East, West, South, and North, wherein place Symbols; and beyond the limits of this Circle describe with the Consecrated Knife or Sword another Circle, but leaving an open space therein towards the North whereby thou mayest enter and depart beyond the Circle of Art. Beyond this again thou shalt describe another Circle at a foot distance with the aforesaid Instrument, yet ever leaving therein an open space for entrance and egress corresponding to the open space already left in the other. Beyond this again make another Circle at another foot distance, and beyond these two Circles, which are beyond the Circle of Art yet upon the same Centre, thou shalt describe Pentagrams with the Symbols and Names of the Creator therein so that they may surround the Circle already described. Without these Circles shalt thou circ*mscribe a Square, and beyond that another Square, so that the Angles of the former may touch the centres of the sides of the latter, and that the Angles of the latter may stretch towards the four quarters of the Universe, East, West, North, and South; and at the four Angles of each square, and touching them, thou shalt describe lesser Circles wherein let there be placed standing censers with lighted charcoal and sweet odours. Chapter IX, The Key of Solomon the King (Clavicula Salomonis) Magic Circles are used for focusing magic, summoning creatures and protection. Like the magical correspondences, the appropriate circle is needed under different occasions. Often the witch uses a magical circle during rituals, sabbats or other ceremonies. They can be used to focus spellcasting and they are essential when summoning spirits, fiends or divine aid. Most circles will be drawn on the ground with chalk, charcoal or some other powdery substance.

Thaumaturgic Circle: This Magic Circle is used when preparing a spell of the universal school of magic. A Witch who created a Thaumaturgic Circle with the Create Magic Circle feat gains a +1 bonus to successes for spells


Liber Mysterium: Magic cast within the circle, for a number of times per day equal to the witch’s wisdom modifier. The magic circle is used for spell focusing. Often used by the witch during her rituals and sabbats. This is used when casting any spell.

Outsiders related to a single aspect (fire, earth, water, air, good, evil, lawful, or chaotic) may not enter the magic circle or target anyone within the circle. If the Witch conjured the outsider herself, they may not leave the Magic Circle or target anyone outside of the circle. The type of outsider is chosen at the time the Magic Circle is created.

Triangle: The Single Triangle is used when preparing spells related to change, including most evocation or transmutation spells. A Witch standing within a Triangular Magic Circle can cast one spell per Magic Circle at double the duration. Also known as the Elemental Triangle or Thaumaturgic Triangle.

Combined Circles

The witch may try combining the various circles for additional benefits. One such example would be a Cabalist Magic Circle, a combination of the Triangle and the Pentagram.

Pentagram: The most common is the pentagram, also known as a pentangle. This is a five-pointed star. Good or neutrally aligned witches will use it with the point of the star facing up or forward. Evil aligned witches use an inverted pentagram. Often witches will adopt the pentagram as part of their own personal symbols. The Star Shaped pentagram is used when preparing healing and other beneficial spells. Witches with the Circle Casting Feat standing within a Pentagram treats all healing and protective abjuration spells as if they were cast at 2 levels higher than the witch’s caster level.

Witch’s Familiars

Few images are as strong as that of the witch accompanied by her black cat. So strong was this assocation that along with the millions of women burned as “witches” in the dark ages, so were thousands of cats as “familiars”. Familiars are actually a newer concept of the witch myth, the but concept of the magical properties of animals are as old as magic itself. A familiar is a magical, unusually tough, and intelligent version of a small animal. It is a magical beast, not an animal. The creature serves as a companion and servant. Familiars are often the most under used aspect of a spell casting character. The same should not be said for the witch. To begin with a witch’s familiar will always appear to be a normal animal. Of course they will be the most intelligent members of their species. Many witches believe that familiars are the reincarnated souls of humans, or even other witches, sent back to aid others. Some, in particular Malefica, believe that their familiars are in fact imps in animal form. The typical types of familiars that can be found and their sensory powers are listed below. Witches gain all the benefits of a familiar as listed in Core Rulebook I under Sorcerer. Witches multiclassed with wizard or sorcerer have their familiar powers stack. To call a familiar the witch needs to meditate and perform special rituals that cannot be interrupted. Typically these will occur only during special times of the year and if the ritual is interrupted then the witch will have to wait till the next occurrence. Examples would be mid summer, a blue moon or an eclipse. The witch will need to burn fine incense (100 GP value) and leave small tokens of food to entice the familiar to come. Familiars as tough as a witch’s are difficult to locate; if her familiar dies a witch must wait till the next holy season/sabbat to find another.

Inverted Pentagram: The Inverted Pentagram is used when preparing damaging and other harmful spells. A Witch standing within a Pentagram treats all harming spells as if they were cast at 2 levels higher than the witch’s caster level. Hexagram: Two triangles are placed in a circle to create a six-pointed star. The upright triangle represents the male energies of the universe. The inverted triangle represents the feminine energies. The Hexagram is used when preparing Abjuration spells. A witch standing within a Hexagram grants damage reduction equal to her wisdom modifier to all allies (including herself) standing within the Hexagram. Octogram: Two squares are placed within a circle to form an eight-pointed star. The Octogram is used when preparing spells that could be diametrically opposed. This includes elemental spells (fire, earth, water, air) and alignment based (good, evil, lawful, chaotic).


Liber Mysterium: Magic The witch decides what kind of familiar she wants to call. However the geography of the area will play a role. Also the GM can choose to override this choice.

Familiars are usually named by their mistresses with bizarre sounding names, like puns (MephistoFleas), nonsense words (Sybybala), anagrams of other famous names (Yaabagab), alterations on the names of their deity (Heceight), and so on. A witch’s familiar is capable of human speech, has high Intelligence and considerable cleverness. Such familiars may not appear noticeably different from others of their own kind.

Table 6-1: Witch’s Familiars Familiar* Additional Powers to the Witch Badger +2 to Constitution score Bat +2 to any Intuit Direction checks Beaver Double normal speed when swimming Cat +2 bonus to Move Silently checks Coyote Surprised only on a roll of 1 on a d6. Crow +2 bonus to Reflex saves Dog Surprised only on a roll of 1 on a d6. Eagle +2 to any Spot checks Fox +2 to Intelligence score Hawk +2 to any Spot checks Lizard +2 to Dexterity score Lynx +2 bonus to Reflex saves Mouse +2 to Dexterity score Porcupine Improved AC, +2 bonus Rabbit Surprised only on a roll of 1 on a d6. Raccoon Surprised only on a roll of 1 on a d6. Rat +2 bonus to Fortitude saves. Raven +2 bonus to Reflex saves. Snake +2 bonus to Fortitude saves. Squirrel +2 to Dexterity score Swan +2 to Charisma score Toad +2 to Constitution score Turtle Improved AC, +2 bonus Weasel +2 bonus to Reflex saves. Wolf +2 bonus to Fortitude saves *

Woodcut circa 1644, Matthew Hokins interrogates suspected witches Elizabeth Clarke and Rebecca West.


A familiar is much more than a pet or a servant for the witch. A familiar is a guide for the witch and a conduit for the witch to speak to both the natural and supernatural worlds. The familiar should be seen as a partner for the witch. It should also be noted that a familiar will consider itself as equal to the witch, or would even consider the witch as its familiar. Familiars all have personalities and should be played as such. The other players should treat the familiar like another party member. Granted one that may not add much to the combat round, but a valued member all the same. Once the familiar has joined up with its witch, the GM must think about the effect the newcomer will have on the other animals in the party. If the witch has a ferret and another character keeps guard dogs or a hungry falcon, trouble could easily erupt unless everyone is very careful. The witch player needs to consider all of the pros and cons before calling a familiar.

The GM may substitute other small animals suitable to the area The witch must wait till the next holy day to try again.

Multiple Familiars

Witches are often depicted as having multiple familiars. Often these animals are no more than pets, albeit intelligent ones. A witch with the access to the Extra Familiar feat can have multiple familiars. The mechanics of gaining and loosing these familiars are detailed with the feat. Often the witch will limit her familiars to no more than three or so, most stick with only one. Covens, Traditions and Game Masters can place limits on how many familiars a witch may have at one time.

Improved Familiars

Some players may want to consider the use of special familiars, such as outsiders, fey, constructs or small elementals. Familiars of this type are known as Improved Familiars.


Liber Mysterium: Magic Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

ability to combine their magic with others for greater effects or perform ritual to increase these effects.

Augmented Ritual Magic Weaving a spell is the art of drawing upon the tapestry of magic that permeates all things. The use of metamagic feats subtly alters the normal flow of spells, bringing more power to the dweomer at the cost of a higher spell slot. Augmented ritual casting of spells energizes spells at the time that they are cast as opposed to when they are prepared; thus the spellcaster need not sacrifice any spell levels to cast a spell augmented with metamagic. The ritual provides the extra power. A spellcaster can ritually cast spells augmented with only the metamagic feats that she knows, but she can include each feat that she knows at the expense of extending the casting time, sacrificing more expensive components, and taking greater risk that the ritual will fail. It’s important to remember that each extra level of metamagic feats that are applied to a spell through augmented ritual magic normally increase the level of the spell. However, in this situation, each feat will now make the spell take longer to cast and cost more in material components. The total of these extra levels is called the “added level modifier,” and this added level modifier is used to determine several aspects of the augmented ritual casting. The Silent Spell and Still Spell feats cannot be added to augmented ritual spells. If a Silent or Still spell are used with an augmented ritual casting, those feat’s benefits are negated. Also, the Quicken Spell feat may not be added to an augmented ritual casting, though if the feat is used normally and the quickened spell is then augmented, the resulting ritual casting time can be greatly reduced (see below). The Heighten Spell feat can be used, with the difference in the actual spell and the new spell level being used to calculate the added level modifier. If the caster has the feats of Spell Penetration or Spell Focus, she may also use these in augmented ritual castings to provide a bonus beyond the normal + 2 benefit of these feats. For every extra + 1 bonus (above the normal +2 bonus provided by these feats) with which the caster desires to augment his casting, one level is added to the total added level modifier of the augmented ritual casting. For example, to gain a total + 5 bonus on Spell Penetration, the caster would add three more levels to the augmented ritual casting’s added level modifier. The level of the spell being cast plus the added level modifier of all feats augmenting the spell cannot exceed the highest spell level the caster is capable of normally using. For example, a 12th-level wizard cannot cast 7th-level spells; the most she could augment a knock spell through an augmented ritual casting would be to use feats that result in an added level modifier of four (2nd-

Table 6-2: Improved Familiars by Alignment Familiar Alignment Witch Level Shocker lizard Neutral 5th Stirge Neutral 5th Formian worker Lawful neutral 7th Imp Lawful evil 7th Pseudodragon Neutral good 7th Quasit Chaotic evil 7th The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below. Table 6-3: Improved Familiars by Type Witch Familiar Type/Subtype Level Celestial hawk1 Good 3rd Evil 3rd Fiendish Tiny viper snake2 Air elemental, Small Air 5th Earth elemental, Small Earth 5th Fire elemental, Small Fire 5th Shocker lizard Electricity 5th Water elemental, Small Water 5th Homunculus3 Undead 7th Ice mephit Cold 7th 1 Or other celestial animal from the standard familiar list. 2 Or other fiendish animal from the standard familiar list. 3 The witch must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary. Author’s Note: While these could easily be adapted to use for the witch, I would suggest avoiding them except for Malefic witches. The familiar types presented there have the potential of giving the witch game-unbalancing power. Familiars for witches have always been described as natural animals; this work tries to continue that tradition.

Ritual Magic

In can be argued that all witch magic is ritual magic. One of the features of the witch class is the


Liber Mysterium: Magic Combined ritual casting works differently than augmented ritual casting in that the caster and participants do not need to have any understanding of metamagic feats. Instead, the leader of the combined ritual casts the spell to be modified, and the auxiliary members of the ritual contribute their will, desire and life energies to supplement the overall power of the spell. This supplementary power is used as bonus levels that is used split between the different aspects of the spell. Each aspect of a spell that varies with caster level (range, number of targets, area, duration, damage dice, etc.) is treated as a separate category that can be increased with bonus levels generated by the combined ritual casting. The supplementary bonus levels provided by the ritual casting cannot violate the restrictions or limits of the spell. For example, a combined ritual casting of fireball cannot exceed the spell’s l0-dice maximum for damage. The leader (called the focus, who casts the actual spell) uses her caster level as the starting level in each category for the casting. The total bonus levels (determined by the formulas in the boxed text) are then divided up and added into each category as the primary caster chooses. The caster’s level plus the extra bonus levels now determine the effects for each of the spell’s separate categories. One witch, usually the highest level is considered the focus. In cases where the witch must touch or kiss someone then it is the focus witch who must do it. The other witches must stay in physical contact or close proximity with the witch, i.e. not breaking the circle. The casting time of the combined ritual is the base time for a combined ritual casting x the number of participants x the spell level. See table 6-2 to determine the base time for the combined ritual casting based on the normal casting time of the spell. The number of participants does not include the leader of the combined ritual, only the people who are helping to power the spell. Any casting time of an hour or longer requires the leader to make a Ritual Casting check to maintain control of the magical energies for the spell. The DC of this skill check is increased by one for every non-spellcaster participating in the ritual. In the event of a failure in the Ritual Casting check, the energies involved with the combined ritual casting create a backlash that affects all of the participants. These energies assault the bodies and minds of each member of the ritual, resulting in (ritual bonus levels x spell level) hp of damage. A successful Will saving throw (DC of 15 + spell level) reduces this damage by half. The combined ritual is still cast in the event of a failed Ritual Casting check, but only half of the supplementary bonus levels can be harnessed prior to the spell discharge. Combined ritual casting also requires expensive material components. These additional components are similar to those used in augmented ritual casting and

level spell + 4 added level modifier = 6th- level spell- the highest the wizard can cast). To determine the casting time of an augmented ritual casting of a spell, first determine the spell’s base ritual casting time on table 6-1 by referencing the spell’s normal casting time. The ritual casting time is this base ritual casting time multiplied by the total added level modifier of the augmentations. Any casting time that exceeds an hour requires a Ritual Casting check against a DC of 10 + the spell level. Use the spell’s original level, not the augmented level, for this DC. A failure on this Ritual Casting check results in the magical energies warping and recoiling back upon the caster. This results in (level of the spell + added level modifier) hit points of damage from the magical backlash as the spell is cast. The augmented ritual is still successfully cast in the event of a failed Ritual Casting check. Augmented ritual castings require extra material components beyond those normally required for casting the spell. These additional components represent the rare materials that must be expended to draw upon even greater power for the spell effect. For divine casters, these material components are holy incense and other trappings that are expended during the casting as offerings to the gods. Arcane casters use a mixture of herbs, minerals and other components based on their specific methods of working magic. Regardless of what these ingredients are, the general cost of the materials is equal to 25 gold x the added level modifier. Table 6-4: Augmented Ritual Casting Time Normal Casting Time Free action 1 action Full round Other

Base Ritual Casting Time 1 full round 5 full rounds 5 minutes 10 x normal casting time

Combined Ritual Magic Under the direction of a single spellcaster, usually the coven’s High Priestess, a group of individuals can work together to generate greater spell effects. Similar to the use of augmented ritual magic, the primary caster uses ritual casting to enhance the basic prepared spell to new heights. Although groups with like magic (divine or arcane) work best together, anyone can assist with the performance of the ritual. Of course, nonspellcasters add to the chance of failure. Witches refer to this as “coven casting”. Groups of bards and Lorelei witches often refer to combined ritual casting as “concert casting”. Wizard-only group casting is referred to as “cabalistic casting”. Most other casters and some witches refer to it as a “circle casting”.


Liber Mysterium: Magic represent the same types of ingredients. The cost of the material components is 10 gold pieces x the number of participants x the spell level.

True rituals are cast as normal spells with a few exceptions. Components: All true rituals have verbal, somatic, material and experience cost in the spell’s components. Each member of the ritual must pay the experience cost. If the ritual is using proxy ritual members (see below) to cast the spell, the experience cost of the replaced caster(s) is divided among the normal casters who are participating in the true ritual. Casters Required: Each true ritual has a minimum number of required casters. Each caster must have the spell prepared in the usual fashion at the time of casting. True rituals are prepared in lieu of one of the caster’s spells of equivalent level. Effective Caster Level: With multiple casters, the power of the ritual is enhanced. Use the level of the highest caster in the group and add the number of other casters (not proxies) participating in the true ritual. The spell effects are based upon this effective caster level. Witches performing as an entire coven gain an added +1 level to this effective caster level. Proxy: Some true rituals allow a proxy in place of one or more of the required casters. The proxy section of a true ritual’s description details who can replace a required caster during the ritual. Proxies cannot replace every caster; there must be at least one spellcaster to lead the ritual. Saving Throw: True rituals have more power behind them, which in turn makes them more difficult to resist. Any saving throw against a true ritual spell has a DC of 15 + the level of the spell + the relevant ability modifier (Wis for witches) of the highest-level caster participating in the ritual.

Table 6-5: Combined Ritual Casting Time Normal Casting Time BaseRitual Casting Time Free action 1 Minute 1 action 3 minutes Full round 10 minutes Other 10 x normal Casting time = Base time x spell level x participants Material Costs = 10 gp x spell level x participants Table 6-6: Combined Ritual Bonus Levels Witches, same coven Same caster class Same magic type Other type casters Non-casters

+1/2 of class levels +1/3 of class levels (including witches of different covens) +1/4 of class levels (arcane or divine) caster +1/5 of class levels +1/10 of class levels

Add up all partial levels and round down any partial levels from the total to determine the total bonus levels added to the spell. Add an additional + 1 bonus level per participant that has the ability to cast the spell in question, reflecting the added spell knowledge and caster level ability. Note that crossover from arcane and divine versions of the same spells are permissible for this bonus. Ritual Casting works best with witches of the same coven. If the spell is being cast by a full coven of witches (usually 13) then add another +1 bonus level. Example: Saillie is attempting to move a heavy object using Levitate. Saillie is only 5th level and can only move up to 500 lbs. Teamhair, also 5th level, joins her in a combined ritual casting. By herself, Teamhair can also only levitate 500lbs. But together they can lift 5 + 2.5 levels worth or 750 lbs. The GM decides that this is plenty to move the 600-lbs. object.

Researching Original True Rituals

Any witch who can cast a true ritual can attempt to create a new, original true ritual. But creating a true ritual is much more demanding than, creating a normal spell. Like research of regular spells, the creation of true rituals requires access to a well-stocked library, meditation, and prayer for witches. A library must be comprised of books, treatises and manuscripts totaling at least 50,000 gp in value. Magical items and spellbooks do not count toward this total for the personal library’s value. The research must be conducted by at least three spellcasters of the same type (arcane or divine) who collaborate on the spell’s research. During the research, each of the spellcasters must pay 1,000 gp per week with a minimum of one week per effective level of the true ritual. This money goes into the same fees, experimentation and components that regular spell research consumes. At the end of the research period, each of the researchers makes a Spellcraft check against a DC of 20 + the spell level. If all of the researchers succeed, the new true ritual has successfully been created (assuming the spell is viable). If any one of the researchers fail, they must all go through the research

Witch True Rituals

It is possible that the first of what are known as true rituals were in fact given to witch covens by their Patrons. True rituals are usually cast by the entire coven and are treated much the same way as combined spellcasting. True rituals are very complicated spells. They may only be cast in ritual form and cannot be augmented further with any feats or abilities. True rituals have no schools of magic associated with them; their great power combines all aspects of magic. For witches, true rituals will always include some aspect of homeopathic, sympathetic and contagious magic.


Liber Mysterium: Magic round. Using dispel magic to counter an augmented and combined ritual casting is much easier due to the extra delicate magical energies being manipulated. The dispel check goes against a DC of 6 + the spell’s caster level if the dispel check is made during the casting to counter the ritual spell. As with countering metamagic feats, any additional effects or added levels are not taken into account when counter-spelling a ritual casting. A regular cone of cold spell counters a ritually enhanced cone of cold. True rituals cannot be countered with knowledge of the true ritual in question; the preparations are too long and complicated to enact even throughout the hours of casting time required. True rituals can be easily disrupted through combat, distraction or other means. Unlike ritual casting spells, any dispel magic checks to counterspell a true ritual go against a DC of 15 + the caster level of the ritual’s highest- level caster.

process again if they wish to keep attempting to learn the true ritual. The criteria for a viable true ritual are entirely dependent upon the requirements of the Game Master. Use the guidelines for new spell creations in Core Rulebook II. Compare any new true ritual concepts to those presented here. The following are required for all true rituals: A minimum of three casters is required to perform a true ritual, more depending upon the spell. The ritual must have an experience point cost to cast. Higher experience point costs can balance the power level of some true rituals. The number of casters required to cast a true ritual is also the number of casters that are required to research the spell. Requiring a high number of casters can also serve to balance a ritual’s power level, though not as much as an experience point cost. Variant: Power Points Power points exist throughout the world, where magic gathers in greater amounts. These power points are located throughout the world and can be traced to regions called ley lines. Any magic performed on these points is enhanced as if the caster were a level higher then normal. Dragons naturally gravitate to and attempt to lair at locations with power points. Druids are likewise required to cast all true rituals within the confines of specially prepared power points ringed with standing stones. Witches will form their covensteads in areas where ley lines cross.

Witch True Rituals 1. Handfasting. Blesses the union between two people. 2. Rites of Passage. Rites for personal milestones. 3. Consecration Ritual. Consecrates a ritual tool, altar or magical item for use. 4. Wheel of the Year. Rites for the seasons 5. Drawing Down the Moon. Commune with the Goddess 6. Calling the Quarters. Creates a permanent magic circle for the covenstead. 7. Binding Ritual. Stops a witch from using her magic. 8. Protection of the Goddess. Grants protection to those in the Goddess’ care. 9. Descent of the Goddess. Returns one creature back to life.

Countering Ritual Magic

Dispelling or countering augmented and combined ritual castings of spells is similar to countering a normal spell. Of course, the longer casting time offers a larger window of opportunity to disrupt the spell. Throughout the casting, observers get a Spellcraft check (DC 18 + the spell’s level). The DC is slightly higher due to the changes in the prolonged casting, but the longer casting time allows for a retry Spellcraft check each

Handfasting Blesses the union of two people Level: Witch True Ritual – Witch 1 Components: V, S, M, DF, XP


Liber Mysterium: Magic Casters Required: 3 (1 witch and 2 individuals to be married) Proxy: Yes. Any individual getting married or 10 worshipers per caster Casting Time: 1 hour Range: Close (25ft + 5 ft/2levels) Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Handfasting is the uniting of two (or more for polygamous marriages) individuals with the blessings of the Goddess and her Consort. If the union between the couple is undertaken for love and altruistic reasons, the two gain a blessing in their times of need. Whenever either of the couple is in danger, both members gain a +1 luck bonus to AC, saves and skill checks. This effect lasts for a year and a day. Material Components: An offering of food and music (to be given to the guests) worth 100 gold pieces. XP Cost: 10 XP for the caster. Special – the couple can pay the experience point cost for the caster. This XP coast is paid equally by the two (5 points each). Note: This spell is derived from the Marriage true ritual found in Relics and Rituals. Rites of Passage Rites for personal milestones. Level: Witch True Ritual – Witch 2 Components: V, S, M, DF, XP Casters Required: 3 Proxy: No Casting Time: 1 hour Range: Close (25ft + 5 ft/2levels) Target: One creature Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) In the communities where the witch is an active participant, rites of passage have special social, psychological and spiritual meaning. The witch is often called to pass down the blessings of the Goddess and the Consort onto the people. The typical rites are Initiation or becoming a witch, birth and naming, Aimsirtogu or coming of age, maiden-mother-crone advancement, and death. To become a witch the initiate first must study for a year and a day before having the ritual cast. All others are cast at the appropriate times, usually the first major holy day after the actual event. Material Components: An offering of food and incense worth 100 gold pieces. XP Cost: 10 XP for each caster. Special – the initiate witch can pay the entire XP cost for the casters. Note: This spell is derived from the Indoctrination true ritual found in Relics and Rituals.

Consecration Ritual Consecrates a ritual tool, altar or magical item for use. Level: Witch True Ritual – Witch 3 Components: V, S, M, DF, XP Casters Required: 3 for a single tool, entire coven for altar items Proxy: Yes, the witch for whom the tool is being made for can provide all the XP Casting Time: 12 hours + 1 hour per caster Range: Close (25ft + 5 ft/2levels) Target: One ritual tool or altar item Duration: Instantaneous Saving Throw: None Spell Resistance: Yes (harmless) This ritual is used to prepare and consecrate ritual tools, altars and magical items, both for coven and personal use. (See Chapter 5: Covencraft, Tools of the Trade). This may be used in place of an Item Creation feat, but requires more than one witch. At least three witches working in concert are needed to create personal items. For coven items, such as the altar and altar tools, the entire coven must be at hand. As with many witch rituals, this may only be cast during particular times of the year. Typically these are holy or high days or during a certain phase of the moon. These will vary form coven to coven. If the witch loses her tool she must recover it or wait till the next occurrence of the special date to consecrate another one. Material Components: The item being consecrated. The item is also coated in incense, oils and/or ritual sands. A specialized marking tool is used to inscribe the witch’s personal symbol of power and other runes into the item. These items are used up in the process of the ritual. The item consecrated is usually of high quality or even masterwork, but preference is given to items that were crafted by the witch herself regardless of her skill. The item needs to be at lest of normal quality. The price of the materials used in the rituals will not typically exceed 100 gp, but can be higher if the casters wish. Coven items will have ritual items (incense, oils, ect.) costing much higher, 1,000 gp or more. Focus: The divine focus for this ritual is the item itself. It is infused with not only the life force of the witch (represented in the XP loss) but also the blessings of the Patron (Goddess or God). XP Cost: 15 XP for the primary caster or for the High Priestess, for coven items. Every other caster will contribute 5 XP. The witch that the tool is being made for may provide all of the required XP for this ritual.


Liber Mysterium: Magic Lammas Rites: The harvest is nigh and bounty is shared with all. This rite provides +2 enhancement to any check for the hosts of the Lammas feast. These last until Samhain. Samhain Rites: The celebration of the dead. Anyone bereaved or in mourning after losing someone over the last year gains +2 enhancement to all checks. This ‘Blessing of the Dead’ lasts until Imbolc.

Wheel of the Year Rites for the seasons. Bestows blessings on those in attendance. Level: Witch True Ritual – Witch 4 Components: V, S, M, DF, XP Casters Required: 3 Proxy: Yes Casting Time: 1 hour Range: Close (25ft + 5 ft/2levels) Target: Participants in the ritual, witches and proxies. Duration: One season, 13 weeks. Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless)

Material Components: In every case a feast is required. The feast maybe paid for by the coven, the proxies, the participants or some combination thereof. The Lammas Rite feast is paid for by the host. These feasts also include music and dancing. The cost is 100gp or 10gp per participant. Focus: The divine focus for these rituals is the ritual itself. By practicing by rote and ritual the witch strengthens her bonds to the coven, her Patron and her community. XP Cost: 50 XP for all present. The recipient of the enhancement may proxy these experience points if they wish. For the Imbolc Rite the parents of the newborn may take on all the required experience point costs.

Witches celebrate the changing of the seasons as an affirmation of life, death and rebirth. Spring is time youthful vigor, Summer a time of strength, Fall a time of harvest and passing on, and Winter a time not just of death, but of rebirth and a return to life. Each ritual is specific and is only cast on the first full day of that season; the equinoxes and solstices. Rites of Spring: Spring is a time of renewed vigor and growth. Participants in this ritual gain a +2 enhancement bonus to Constitution. This effect lasts time the Summer Solstice. Children conceived during this time gain a +1 benefit to their Constitution for one year after they are born. Rite of Summer: Summer is time of strength, when the Consort, God of the Sun rules. Participants gain a +2 enhancement to Strength during this time and until the Autumnal Equinox. Rite of Autumn: Autumn is a time of Harvest, the Sun God is weakening, but the Goddess is again gaining strength. Participants gain +2 enhancement to their Intelligence until the Winter Solstice. Rite of Winter: Winter is a time when the land slumbers. It is also a time of renewal, for the Winter Solstice marks the return of the light and a time when the Sun God is reborn to the Goddess. In her mourning the Goddess gained wisdom and that blessing is passed on to Her witches. From the Winter Solstice to the Vernal Equinox participants gain a +2 enhancement to their Wisdom.

Drawing Down the Moon Commune with the Goddess Level: Witch True Ritual – Witch 5 Components: V, S, M, DF, XP Casters Required: 2 Proxy: No Casting Time: 1 hour Range: Close (25ft + 5 ft/2levels) Target: One witch, usually the high priestess Duration: 1 round per effective level Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) When at least three witches come together (usually a high priestess and a priest or her attendants) they call down the power of the Goddess to learn what She knows. This communion is shared via the high priestess, whose body becomes the host of the essence of the Goddess. If no ‘high priestess’ is present then the Goddess works through the highest-level witch present. While this ritual is similar to the Commune spell q.v. save that the information given is usually more detailed in nature, it is restricted to situations at hand. For example a proper use would be to find out the identity of the man plotting to kill the King the witches are protecting, but instead of giving the witches the identity of the actual assassin, it would reveal the rival that paid for the assassin. This spell can never be used for “personal” information, such as knowing which direction in a dungeon corridor to take, or if there is a monster waiting behind the door. Properly worded questions will give detailed responses. The Goddess also

Alternately the Coven may choose to honor the Cross-quarter days instead. These may require additional material components. Imbolc Rites: The pending return of Spring is heralded by the birth of many animals. A newborn may be blessed with +2 enhancement to any check. This lasts until Beltane. Beltane Rites: A popular choice for marriages, this rite provides a +2 enhancement to any check to newlyweds. This may be stacked with a Handfasting above. These effects last until Lammas.


Liber Mysterium: Magic strives to educate her charges and push the witches into discovering more on their own. So, sometimes the information may be cryptic, but it is useful in all cases. This ritual may be one of the oldest rituals known. Thessalian witches were known to have practiced during the golden age of Greece, possibly long before. Material Components: The items required are the witch’s ritual tools. Also required are incense, oils and other expendable altar items of 50 to 100 gps in value. Focus: The divine focus for this ritual is the witch herself. She allows herself to become a conduit to the power and essence of the Goddess. Other items maybe used such as incense and a cup or chalice, which is the symbol of the Goddess. Many witches also claim this may only be cast under the full moon while skyclad. XP Cost: 50 XP for the primary caster (the High Priestess). Every other caster will contribute 25 XP. Calling the Quarters Creates a permanent magic circle for the covenstead. Level: Witch True Ritual – Witch 6 Components: V, S, M, DF, XP Casters Required: at least three, or entire coven. Proxy: No Casting Time: 10 minutes per coven member present. Range: Close (25ft + 5 ft/2levels) Target: One area Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) The covenstead is a sacred place. It is here that energies are harnessed, the Patrons called and rituals enacted. It is here that a witch is her strongest. By means of this ritual the coven enchants the covenstead and prepares it for magical use. The ritual is then “renewed” at every meeting of the coven. This ritual creates a permanent Thaumaturgic circle for the coven’s use. Any metamagic feat may be applied to the creation of the circle and it will then be applied to spells cast by witches within the circle. Effective caster level is determined as above and the metamagical feats applied to spells are calculated using this effective level. The Craft Magic Circle feat is not required for this spell. Renewing the circle: This spell may be recast with any other metamagical feat. Spells cast within the circle then have that feat applied to them. This lasts for the duration the coven meets in the circle, until dismissed or 24 hours, whichever happens first. The costs are only for the feat itself and any costs associated with the spells cast. Material Components: The materials required to be inlaid into the covenstead. Often these are precious metals or powdered gems, but they could also be special pigments and inks if the coven desides to ‘paint’ the

circle. Many of the items required will already be part of the coven but materials totaling 1,000 gold pieces are not uncommon. Cost will not likely run more than 5,000 gp even for the most ornate of circles. If the coven has access to a Metamagical Thaumaturgic Circle (q.v.) magic item then the cost for the circle can be cut in half. If one of coven members has the Craft Magic Circle feat then the casting time can be reduced by one minute per 3 levels of the caster. If more than one member has the feat then the time reduced may be applied to each member casting with the feat. The XP cost for the use of the feat are not included below. Focus: The divine focus for this ritual is the coven. They call down the power of their Patrons to bless the coven space. XP Cost: 500 XP for each caster plus any costs that the spells or metamagical feats require. Example: The Daughters of the Flame are constructing a new holy area. They have 19 members in their coven with the high priestess. The high priestess is granted this spell by her Patron, the Goddess Brigit, and construction begins. Brigit is a Goddess of fire, so stones of red, orange and yellow are used to construct the circle. Three of the coven members are 9th level and have the Craft Magic Circle feat, so the 20’ diameter circle costs each of them 800 XP, but they also may remove a total of nine minutes from the casting time (three witches at three minutes each). So the base time is 190 minutes minus 9 or 181 minutes. Each witch also contributes 500 XP (1,300 total for the each witch with the Craft Magic Circle feat). There are 19 members of the coven and the High Priestess is 13th level, so the effective caster level of this spell is 13 + 18 coven members + 1, since they are acting as a single coven, for a total of 32. If even one member is missing they lose 1 level for that member and the extra 1 level for a complete coven. Binding Ritual Stops a witch from using her magic. Level: Witch True Ritual – Witch 7 Components: V, S, M, AF, XP Casters Required: 3 or more Proxy: No Casting Time: 1 hour + 15 minutes per caster Range: Close Target: One creature Duration: See below Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Magic is a gift from the Goddess and God to a witch. In return for this gift, the Goddess expects the witch to act as her hands in this realm. The witch is free to act as she interprets the Goddess’ will and as long as there is understanding then the sacred trust is not broken.


Liber Mysterium: Magic But some witches, either by choice or misguided judgment, break this pact and the Goddess then must act through her other witches. The law says, “An Harm None, Do What Thou Wilt”. When this law is broken then other witches must step in to stop their offending sister. Three or more witches cast the Binding Ritual against another witch. All witches are typically from the same coven. It is a way to stop the witch without actually harming her and preventing her from harming others. Individual GMs must decide if this ritual is effective on other magic using classes. The effects and duration of the ritual is dependent on the number of witches casting. In any case the duration is based on the effective casting level as detailed in the ritual magic section or as per the Combined Casting feat. The type of magic bound prevents the witch from using that type of magic during the time period indicated. All magic below that type is also effected. # of Casters 3 5 7 9 12+

Magic Bound Use of Scrolls Magic Items Occult Powers Divine or Arcane Spells All Spells

Time Period EffctiveCaster Level ECL in Hours ECL in Days ECL in Weeks ECL in Months ECL in Years

The effected witch is allowed a Will save verses the effects of the magic. Again the Effective Caster Level is determined. If the witch belongs a different coven than those casting she gains a benefit of +1 to her Will. If she is also in violation of her alignment (was good now evil) or her pact with the Patron, then she is also penalized -1 to her Will. Witches never take a binding lightly. Magic is a gift, many times a life saving one. To rob a witch of her magic will also most likely leave her vulnerable to other attacks. Many which could be fatal. A binding is always done as a last resort. Material Components: An image or representation of the witch being bound. A personal belonging to wrap around this item, such as a bit of her hair or a scrap of clothing, say from her ritual robe. Herbs such as Knotweed are also used. Everything is bound up in a ritual cord made just for this instance. Everything is placed in a brazier and burned to ashes at the end of the spell. The price of the materials used in the rituals will not typically exceed 200 gp. Focus: The arcane focus for this ritual is the image of the witch to be bound. The casting witches must also use their athames to focus their energies to the witch. XP Cost: 1,000 XP per caster.

Protection of the Goddess Grants protection to those in the Goddess’ care. Level: Witch True Ritual – Witch 8 Components: V, S, M, AF, XP Casters Required: 3 Proxy: No Casting Time: 1 day Range: Close (25ft + 5 ft/2levels) Area: One covenstead or dwelling Duration: ECL in days after activation. Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) Fiona, Teamhair, and Saillie knew their time was short and they could hear the witch finder approaching. They continued to run, knowing they would make it to their home barely soon enough. They ran inside their small dwelling. Saillie and Fiona collapsed from exhaustion. Teamhair stood to face their attacker. He approached, crossbow in hand, smiling. “You gave me a good run witch. But now the hunt is over.” He raised his crossbow and took aim at Teamhair. She grabbed Sallie’s hand with her own and Sallie grabbed her daughter’s. “You will not have us. Not this day or any other. Brigit protects her own. A Bhrigid, scar os mo chionn Do bhrat fionn dom anacal. Díbir Namhaid! Now get out of my home!” Teamhair shouted, holding her palm up at the would-be assassin. Her eyes flashed and a wave of energy extended from the trio of witches outward to enclose their dwelling, knocking the witch finder backwards through the entry and out into the night. Angered, he rose and leveled his bow again, this time firing at the older witch inside the home. “No!” shouted Saillie, but Teamhair stood firm. The crossbow bolt flew towards her and then it turned back on itself. Returning on its course it impaled the witch finder in the throat killing him instantly. A defensive ritual with an offensive bite, this magic shows that the Goddess protects what is Hers. This ritual once cast and activated will not allow any aggressive action taken upon those with within its confines. Melee attacks turn back on their attacker, spells backfire or effect the caster instead. Beneficial spells and magic will continue to work and others, ones not protected nor involved in the casting of the ritual, can effect each other as they please. Witches and any they choose to protect also may not attack others, but they can force out attackers. Anytime during the duration of the ritual the lead witch can say a command word or phrase and all those of hostile intent are removed from the area of effect. The effects will remain dormant until the first act of violence is committed or until one of the witches present at the original ritual activates it. Often the coven chooses to activate it once the ritual is cast. After that time the effects persist a number of days equal to the effective casting level.


Liber Mysterium: Magic Material Components: Specially blessed sea salt is sprinkled around the area. Then another pass is made with blessed water (can be holy water if the witch so chooses), once more with perfumed oils sprayed into the air and finally another with lighted incense. These material components do not account for more than 100 gold pieces of value total. Focus: The arcane focus is the appropriate witch ritual tool for each pass of the area to be protected. So for salt, an earth element, the witch distributes it on a plate with a pentacle engraved on it. For water, the chalice and incense, fire. For perfumed oils, air, they may be applied to the athame and waved about or placed in a censer. XP Cost: 1,000 XP each caster. Descent of the Goddess Returns one person back to life Level: Witch True Ritual – Witch 9 Components: V, S, M, DF, XP Casters Required: Minimum 3 Proxy: Yes. A true love or soul mate may provide all of the XP required. Casting Time: 1 day, during Samhain or Ostara Range: Close Duration: Permanent Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) In ancient times there were only the Goddess and Her Consort. Their love kept the Earth in a perpetual summer. But as fate and age would have it, the Consort died. Some say it was by accident, or violence, but others say it was the course of all things. Weeping, the Goddess went for her lover’s soul in the Land of the Dead and Winter came to the land. Upon reaching Death’s Realm the Goddess petitioned Death for the return of her lover; but even Death was powerless. She agreed to stay with Death and He taught Her the ways of life, death and rebirth. For the return of Her lover, all must be reborn. And to be reborn means to die. Witches cannot use resurrection spells. It violates the cycle of life, death, and rebirth that they have always believed in. But in some cases the need is so great that one may be returned. Permission must be asked by

the High Priestess of the coven, if granted then she is granted knowledge of this ritual. This spell will return one loved one, regardless of duration dead or presence of remains, back to life and full health at the age they were taken. However, if that loved one has died of old age they will not be able to return, their measure of life was already taken. Material Components: An image of the one to be raised. A special jar or caldron to house the soul of the raised one until their new body is constructed out of the ether. A special ritual area for casting. Candles, incense and other ritual items will be needed. Total cost for this will be 10,000gps. Diving focus: The casting witches will need to use all their ritual tools to direct their energies. XP Cost: 2,000 XP each caster. If the person to be returned has a true love or a soul mate, then that person can pay the total XP cost herself for the return of her true love. Alternately one may willingly give up their life to grant the spark of life needed. This person need not be the returned one’s love.


Witches, by their very nature are mysterious and thus have a number of new and mysterious spells.

Witch Spell Lists 0 Level Witch Spells

(Hexes, Charms, or Leys depending on alignment) Arcane Mark Inscribes a personal rune (visible or invisible) Cure Minor Wounds* Cures 1 point of damage Dancing Lights* Figments torches or other lights Daze Creature loses next action Detect Magic* Detects spells and magic items within 60 ft. Detect Poison* Detects poison in one creature or small object Ghost Sound Figments sound Guidance +1 on one roll, save or check Inflict Minor Wounds* Touch attack, 1 point of damage Light* Object shines like torch Mending Makes minor repairs on an object


Liber Mysterium: Magic

Quick Sleeping Puts willing target to sleep Quick Wakening Wakes target up from normal sleep

Read Magic Read scrolls and spellbooks Resistance Subject gains +1 on saving throws Spirit of the Season Slows elemental creatures (-2 to initiative) Virtue Subject gains 1 temporary hp

1st Level Witch Spells

Bane* Enemies suffer -1 attack, -1 saves against fear Bless Growth Improves growth of plants, adult creature, or mother Bless* Allies gain +1 attack and +1 on saves against fear Blight Growth Detracts growth of plants, adult creature, or mothers Cause Fear* One creature flees for 1d4 rounds Change Self Changes one’s appearance Charm Person Makes one person your friend Command One subject obeys one-word command for 1 round Comprehend Languages Understand all spoken and written languages Cure Light Wounds* Cures 1d8+1 / level damage (max +5) Deathwatch Sees how wounded subjects within 30 ft. are Doom One subject suffers -2 on attacks, damage, saves, and checks Dowse Leads caster to object Endure Elements Ignores 5 damage / round from one energy type Enhanced Taste Makes tasting ability more sensitive Ghostly Slashing Causes 1d4+1per level slashing damage Glamour Makes target appear more attractive or ugly Hold Winds Freezes normal winds Hypnotism* Fascinates 2d4 HD of creatures Identify* Determines single feature of magic items Inflict Light Wounds* Touch, 1d8+1 / level damage (max +5) Minor Fighting Prowess Caster gains +1 bonus to attack rolls, additional +1 per 2 levels Moonstone. Creates a magic stone to affect luck. Pop Corn Corn pops in area, slowing creature and affects spellcasting Protection against Chaos/Law/Evil/Good* +2 AC and saves, counter mind control, hedge out elementals and outsides Shattering the Hourglass The witch’s body changes its age. Silent Image Creates minor illusion of your design Silver Tongue Gain +10 bonus to one charisma based skill check, affects one sentence only Sleep Put 2d4 HD of creatures into comatose slumber Sonic Blast 2d4 sonic damage, deafens for 1d6 rounds Summon Nature’s Ally I Calls creature to fight

Synthesis Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds) Ventriloquism Throws voice for 1 min / level Vertigo Subject dizzied, -4 to dexterity

2nd Level Witch Spells

Aid +1 attack, +1 on saves against fear, 1d8 temporary hit points Air Walk Hover while walking, 1/2 move, +10 move silently, can carefully move over unsteady surfaces Alter Self As change self, plus more drastic changes Beguile As charm person, except target is romantically inclined towards you Biting Blade Slashing weapon deals extra 1d8 +1 per caster level slashing damage Broca’s Curse of Babble One subject can speak only babble Blindness/Deafness Makes subject deaf or blind Calm Emotion* Calms 1d6 subjects/level, negating emotion effects Clothes of the Emperor Creates illusory set of clothes Consecrate Fills area with positive energy, making undead weaker Cure Moderate Wounds* Cures 2d8+1 / level damage (max +10) Death Armor Skin becomes acidic, 2d6 acid damage when touched Death Knell Kills dying creature, the caster gains 1d8 temporary hp, +2 Str, and +1 level Delay Poison Stops poison from harming subject for 1 hour / level Desecrate Fills area with negative energy, making undead stronger Detect Thoughts Allows “listening” to surface thoughts Discord Hidden hostilities become prevalent Ears of the Bat Removes sight but increases hearing, +10 to listen, +4 to search for secret doors Enthrall Captivates all within 100 ft. +10 ft. / level Escape of the Snake Skin becomes flexible, +10 bonus to escape artist checks Grasp of the Endless War Touch attack, 1d10 damage for each alignment step target is from the caster Guard Watch Target doesn’t need to sleep for the night Inflict Moderate Wounds* Touch attack, 2d8 +1/ level damage (max +10) Invisibility Subject is invisible for 10 min/level or until it attacks Levitate Move yourself, creature or object up or down Locate Object* Senses direction toward object (specific or type) Magic Circle against Chaos/Law/Evil/Good* As protection spells, but 10 ft. radius and 10 min. / level Magic Circle against Fire/Earth/Water/Cold* As Magic Circle against Evil, but effect elemental creatures only Mind Obscure Subject removed from targets mind, can not detect target unless attacked.


Liber Mysterium: Magic Minor Image As silent image, plus some sound Mirror Image Creates decoy duplicates of the caster (1d4 +1 / three levels, max 8) Mystic Sleep As sleep, but affects caster level +1d4 hit dice of creatures Phantasmal Spirit Creates illusory phantasm, permanent until touched (but not attacked) Owl’s Wisdom. Subject gains +4 to Wis for 1 min./level. Scare Panics creatures of less than 6 HD (15-ft. radius) Speak with Animals* The caster can communicate with natural animals Summon Nature’s Ally II Calls creature to fight Virgin Innocence Makes target believe the caster is innocent of one deed Whispering Wind Sends a short message one mile / level rd

3 Level Witch Spells

Arctic Grasp Touch attack, 1d6 cold damage / level and

target can only take partial actions, Fort save halves and negates slowness Astral Sense See Astral, Ethereal, or Invisible creatures Aura Manipulation Alters aura, alignment, lie from detection Babble Victims in 20+5 ft per caster level cone speak babble Bestow Curse -6 to an ability; -4 on attacks, saves, and checks; or 50% chance of losing each action Clairvoyance/Clairaudience Hear or see at a distance for 1 min. / level Contagion Infects subject with chosen disease Continual Fire Creates real flame that doesn’t die out through normal means Create Food and Water Feeds three humans (or one horse) / level Create Poppet Creates a small construct to perform tasks for the witch. Dance Macabre Dance holds 1 target per level Dispel Magic Cancels magical spells and effects Elemental Armor +8 AC bonus, resistance against energy type 10 Feral Spirit Gain natural weapon, 1d4+1 damage per level Fly Subject can fly. Leomund’s Tiny Hut Creates shelter for ten creatures Lesser Strengthening Rite Gain 1d3 Str and Con points Lethe Removes memories from subject Major Image As silent image, plus sound, smell, and thermal effects Phantom Lacerations 5d4 damage +2 per level Poison Touch deals 1d10 con damage, repeats in 1 min Remove Blindness/Deafness Cures normal or magical conditions Remove Curse* Frees object or person from curse

Rite of Remote Seeing The witch can see through her familiar’s eyes Speak with Dead Corpse answers one question / two levels Spirit of Avalon Calls invisible spirit that will defend caster Suggestion Compels subject to follow stated course of action Summon Nature’s Ally III Calls creature to fight Tongues Speak any language Wind Wall Deflects arrows, smaller creatures, and gases Witch Wail 5 HD or less take 4d6 sonic damage, and will save to avoid scare affects. Greater than 5 HD take 2d6 sonic damage Witch Writing Disguises writing so it can only be seen under certain terms

4th Level Witch Spells

Analyze Magic Study magic item or spell to learn about caster or creator Charm Monster Makes monster believe it is your ally Cleanse Forces evil spirits, undead, and outsiders to leave area Discern Lies Reveals deliberate falsehoods Divination Provides useful advice for specific proposed actions Divine Power. You gain attack bonus, +6 to Str, and 1 hp/level. Emotion Arouses strong emotion in subject Famine All crops in area become inedible Fear Subjects within cone flee for 1 round / level Haste Extra partial action and +4 AC. Intangible Cloak of Shadows Creates shadow form, inaudible, intangible, partial invisibility, +7 to hide Lesser Planar Ally Exchange services with an 8 HD outsider Locate Creature Indicates direction to familiar creature Martyr’s Cry Scream, if caster dies in 1 hour, all who heard scream must save or become cursed Masque The witch looks like multiple targets close friends Minor Creation Creates one cloth or wood object Neutralize Poison Detoxifies venom in or on subject Nightmare Sends vision dealing 1d10 damage, fatigue Polymorph Other Gives one subject a new form Polymorph Self The witch assume a new form Scrying Spies on subject from a distance Spiritual Dagger Athame becomes a possessed, animated creature Summon Nature’s Ally IV Calls creature to fight Undead Destruction Destroy undead as good cleric Undead Enslavement Rebuke undead as evil cleric Withering Touch Touch attack, 2d8 points of strength and constitution in any combination removed



5 Level Witch Spells

Animal Growth One animal/two levels doubles in size and HD. Blade Resistance Damage resistance 25/+5 against metal only Bull of Heaven Animal gains +6 to all ability scores, becomes fiendish or celestial Dismissal Forces a creature to return to native plane Dreadful Bloodletting 7d8 damage +2 per level, save or be stunned Dream Sends message to anyone sleeping Endless Sleep Target falls asleep until caster’s criteria is met False Vision Fools scrying with an illusion Feeblemind Subject’s Int drops to 1 Greater Command As Command, but affects one subject / level Hallow Designates location as Holy Immunity Target becomes immune to poisons Magic Jar Enables possession of another creature Major Creation As Minor Creation, plus stone and metal Mirage Arcana As hallucinatory terrain, plus structures Phantasmal Killer Fearsome illusion kills subject or deals 3d6 damage Primal Scream 5 HD or less take 6d6 sonic damage, greater than 5 takes 4d6, all subjects must save or Scare Seeming Changes appearance of one person/two levels Sending Delivers short message to anywhere instantly Summon Nature’s Ally V Calls creature to fight Unhallow Designates location as Unholy

6th Level Witch Spells

Animate Objects Objects attack your foes Curse of Lycanthropy Causes a person to become infected with lycanthropy. Eyebite Charm, Fear, Sicken or Sleep one subject False Memory Implants a flase memory or covers up a true one. Find the Path Shows most direct way to a location Geas/Quest As Lesser Geas, plus it affects any creature Greater Scrying As Scrying, but faster and longer Heroes’ Feast Food for one creature/level cures and blesses Holy Steed Calls winged, celestial unicorn to serve as mount for one day Itchweed Caster can consume poison and pass it on with touch attack Legend Lore Learn tales about a person, place, or thing Mass Suggestion As suggestion, plus one/level subjects Mislead Turns caster invisible and creates illusory double Moonbow Ranged touch deal 1d8+1 per caster level (+15 max), fire 3 per round, Deals double damage against lycanthropes Permanency Makes certain spells permanent; costs XP Project Image Illusory double can talk and cast spells Repulsion Creatures can’t approach the caster

Liber Mysterium: Magic Restoration Restores level and ability score drains Summon Nature’s Ally VI Calls creature to fight True Seeing See all things as they really are Unholy Steed Calls Nightmare to serve as mount for one night Wall of Roses Creates wall of roses, 2d10+1 damage to anyone passing through, 1d3+1 rounds to break Wave of Mutilation 10’ cone +1 ft per level deals 12d6 damage Wood to Flesh Restores Flesh to Wood spell, alters plants

7th Level Witch Spells

Control Weather Changes weather in local area Creeping Doom Carpet of insects attacks at caster’s command Dominate Person Controls humanoid telepathically Insanity Subject suffers continuous confusion Liveoak Oak becomes treant guardian Planar Ally As Lesser Planar Ally, but up to 16 HD Planar Binding As Lesser Planar Binding, but up to 16 HD Repel Wood Pushes away wooden objects Summon Nature’s Ally VII Calls creature to fight Transport Via Plants Move instantly from one plant to another of the same species

8th Level Witch Spells

Antipathy Object or location affected by spell repels certain creatures Discern Location Exact location of creature or object Etherealness: Travel to Ethereal Plane with companions. Finger of Death Kills one subject Horrid Wilting Deals 1d8 damage / level within 30 ft Plane Shift Up to 8 subjects travel to another plane Polymorph any Object Changes any subject into anything else Summon Nature’s Ally VIII Calls creature to fight Symbol Triggered runes have array of effects Sympathy Object or location attract certain creatures Trap the Soul Imprisons subject within gem

9th Level Witch Spells

Astral Projection Projects caster and companions into Astral plane Dominate Monster As Dominate Person, but any creature Earthquake Intense tremor shakes 5 ft. / level radius Foresight “Sixth sense” warns of impending danger Refuge Alters item to transport its possessor to the caster Shape Change Transforms you into any creature, can change forms once per round Soul Bind Traps newly dead soul to prevent resurrection Summon Nature’s Ally IX Calls creature to fight Vile Extension Makes the caster’s body younger Wail of the Banshee Kills one creature / level


Liber Mysterium: Magic Weird As Phantasmal Killer, but affects all within 30 ft. New spells are Italicized . Talisman spells are indicated with an asterisk, *.

New Bard Spells

1st Level Spells Silver Tongue Gain +10 bonus to 1 charisma based skill check, affects 1 sentence only Level Spells Beguile As charm person, except target is romantically inclined towards you Broca’s Curse of Babble One subject can speak only babble Discord Hidden hostilities become prevalent Escape of the Snake Skin becomes flexible, +10 bonus to escape artist checks Vertigo Subject dizzied, -4 to dexterity


3rd Level Spells Babble; Victims in 20+5 ft per caster level cone speak babble Virgin Innocence Makes target believe the caster is innocent of one deed 4th Level Spells Martyr’s Cry Scream, if caster dies in 1 hr, all who heard scream save or cursed Masque The bard looks like multiple targets close friends 5th Level Spells Primal Scream 5 HD or less take 6d6 sonic damage, greater than 5 takes 4d6, all subjects must save or Scare

New Cleric Spells

Level Bless Growth Improves growth of plants, adult creature, or mother Enhanced Taste Makes tasting ability more sensitive Minor Fighting Prowess Caster gains +1 bonus to attack rolls, additional +1 per 2 levels Moonstone. Creates a magic stone to affect luck. 1st

2nd Level Beguile As charm person, except target is romantically inclined towards you Biting Blade Slashing weapon deals extra 1d8 +1 per caster level slashing damage Magic Circle against Fire, Earth, Water, Fire, Cold* As Magic Circle against Evil, but effect elemental creatures only Ghostly Slashing Causes 1d4+1 per level slashing damage

3rd Level Continual Fire Creates real flame that doesn’t die out through normal means Elemental Armor +8 AC bonus, resistance against energy type 10 Grasp of the Endless War Touch attack, 1d10 damage for each alignment step target is from you Youthful Vigor The target gains the vigor of youth 4th Level Bounty/Strength to the Unborn Increases the chances that a fetus/embryo/seedling will be born Cleanse Forces evil spirits, undead, and outsiders to leave area Lesser Strengthening Rite Cleric gains 1d3 Str and Con points Spirit of Avalon Calls invisible spirit that will defend caster Withering Touch Touch attack, 2d8 points of strength and constitution in any combination removed 5th Level Immunity Target becomes immune to poisons Make Fertile Make something previously infertile capable of creating life Spiritual Dagger Athame becomes possessed, animated creature 6th Level Blade Resistance Damage resistance 25/+5 against metal only Control Outcome of Birth the caster can choose outcome (gender, amount,) of birth Curse of Lycanthropy Causes a person to become infected with lycanthropy. 7th Level Magickal Conception Makes a woman pregnant via magic 8th Level Crossbreed Allow two incompatible races to have an offspring 9th Level Magickal Creation A new life is created without a father or mother

New Clerical Domains

Domain benefits and powers are only open to clerics and to witches with the Divine Dominion and Greater Divine Dominion feats.


Liber Mysterium: Magic

Fertility Domain

New Druid Spells

Deities: Many Goddesses are fertility Goddesses. In particular Astartë, Diana, Hestia, Isis, Ishtar, Kali. Benefit: +2 bonus to Profession: Midwifery checks. Granted Power: Gains the ability to Detect Animals or Plants, as per the spell, also able to detect if a female is fertile or pregnant. Cast as if a druid of the same level.

0 Level Spells Spirit of the Season Slows elemental creatures (-2 to initiative)

Spells 1 Bless Growth. Improves growth of plants, adult creature, or mother. 2 Beguile/Lust. As charm person, except target is romantically inclined towards you. 3 Youthful Vigor. The target gains the vigor of youth. 4 Bounty/Strength to the Unborn. Increases the chances that a fetus/embryo/seedling will be born. 5 Make Fertile. Make something previously infertile capable of creating life. 6 Control Outcome of Birth. the caster choose outcome (gender, amount,) of birth. 7 Magickal Conception. Makes a woman pregnant via magic. 8 Crossbreed. Allow two incompatible races to have an offspring. 9 Magickal Creation. A new life is created without a father or mother.

Moon Domain Deities: Many Goddesses are moon Goddesses. In particular Artemis, Diana, Hecate, and Luna. Benefit: +2 bonus to protection against contracting lycanthropy. Granted Power: Gains the ability of Low Light Vision; the ability to see in moonlight as if it were daylight and the ability to see twice as far during moonlit nights. Spells 1 Moonstone. Creates a magic stone to affect luck. 2 Owl’a Wisdom. Subject gains +4 to Wis for 1 min./level. 3 Bestow Curse. –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action. 4 Divine Power. You gain attack bonus, +6 to Str, and 1 hp/level. 5 Moonbow. Caster shoots bolts of moonlight for 1d8 damage.. 6 Curse of Lycanthropy. Transmutes one humanoid into an afflicted lycanthrope 7 Insanity. Subject suffers continuous confusion. 8 Etherealness: Travel to Ethereal Plane with companions. 9 Astral Protection. Projects you and companions onto Astral Plane.

1st Level Spells Bless Growth. Improves growth of plants, adult creature, or mother Blight Growth. Detracts growth of plants, adult creature, or mother Enhanced Taste. Makes tasting ability more sensitive Hold Winds. Freezes normal winds Moonstone. Creates a magic stone to affect luck. Pop Corn. Corn pops in area, slowing creature and affects spellcasting Synthesis. Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds) 2nd Level Spells Air Walk. Hover while walking, 1/2 move, +10 move silently, can carefully move over unsteady surfaces Ears of the Bat. Removes sight but increases hearing, +10 to listen, +4 to search for secret doors Magic Circle against Fire, Earth, Water, Fire, or Cold*. As Magic Circle against Evil, but effect elemental creatures only 3rd Level Spells Continual Fire. Creates real flame that doesn’t die out through normal means Elemental Armor. +8 AC bonus, resistance against energy type 10 Feral Spirit. Gain natural weapon, 1d4+1 damage per level Youthful Vigor. The target gains the vigor of youth 4th Level Spells Bounty/Strength to the Unborn. Increases the chances that a fetus/embryo/seedling will be born Famine. All crops in area become inedible 5th Level Spells Blade Resistance. Damage resistance 25/+5 against metal only Bull of Heaven. Animal gains +6 to all ability scores, becomes fiendish or celestial Curse of Lycanthropy. Causes a person to become infected with lycanthropy. Itchweed. Caster can consume poison and pass it on with touch attack Make Fertile. Make something previously infertile capable of creating life 6th Level Control Outcome of Birth. the can caster choose outcome (gender, amount,) of birth


Liber Mysterium: Magic Wall of Roses. Creates wall of roses, 2d10+1 damage to anyone passing through, 1d3+1 rounds to break

New Paladin Spells

Rite of Remote Seeing. Caster can see through her familiar’s eyes Witch Wail. 5 HD or less take 4d6 sonic damage, and will save to avoid scare affects. Greater than 5 HD take 2d6 sonic damage Witch Writing. Disguises writing so it can only be seen under certain terms

New Ranger Spells

4th Level Intangible Cloak of Shadows. creates shadow form, inaudible, intangible, partial invisibility, +7 to hide

3rd Level Grasp of the Endless War. Touch attack, 1d10 damage for each alignment step target is from you

1st Level Bless Growth. Improves growth of plants, adult creature, or mother Blight Growth. Detracts growth of plants, adult creature, or mothers Pop Corn. Corn pops in area, slowing creature and affects spellcasting Synthesis. Heals 1d4 HP per round while in sunlight, 1 round per level (max 5 rounds) 2nd Level Air Walk. Hover while walking, 1/2 move, +10 move silently, can carefully move over unsteady surfaces Ears of the Bat. Removes sight but increases hearing, +10 to listen, +4 to search for secret doors

New Sorcerer / Wizard Spells

1st Level Enhanced Taste. Makes tasting ability more sensitive Glamour. Makes target appear more attractive or ugly Sonic Blast. 2d4 sonic damage, deafens for 1d6 rounds Vertigo. Subject dizzied, -4 to dexterity 2nd Level Beguile. As charm person, except target is romantically inclined towards the caster Broca’s Curse of Babble. One subject can speak only babble Death Armor. Skin becomes acidic, 2d6 acid damage when touched Discord. Hidden hostilities become prevalent Escape of the Snake. Skin becomes flexible, +10 bonus to escape artist checks Phantasmal Spirit. Creates illusory phantasm, permanent until touched (but not attacked) Silver Tongue. Gain +10 bonus to 1 charisma based skill check, affects 1 sentence only 3rd Level Arctic Grasp. Touch attack, 1d6 cold damage / level and target can only take partial actions Babble. Victims in 20+5 ft per caster level cone speak babble Continual Fire. Creates real flame that doesn’t die out through normal means Mystic Sleep. As sleep, but affects caster level +1d4 hit dice of creatures

5th Level Analyze Magic. Study magic item or spell to learn about caster or creator Create Poppet Creates a small construct to perform tasks for the witch. 6th Level Curse of Lycanthropy. Causes a person to become infected with lycanthropy. Immunity Target becomes immune to poisons Primal Scream 5 HD or less take 6d6 sonic damage, greater than 5 takes 4d6, all subjects must save or Scare Undead Destruction Destroy undead as good cleric Undead Enslavement Rebuke undead as evil cleric

New Uses for Old Spells Bestow Curse (3rd Level) – Witches are famous (or infamous) for their curses. Witch players are encouraged to come up with unique and specific curses. Some suggestions are: - The witch can target any specific skill or feat and inflect a –10 penalty. - The target becomes unlucky. Every non-combat role receives a –5 penalty. - The target is cursed with emarrasing themselves in all social situations. Inappropriate bodily noises, devices fail to work, spill drinks, food. - The target can’t help but shout everything they are trying to say. - The curse effects the target’s family line instead. - The curse has a delayed onset or will only begin under certain circ*mstances. - The curse can only be removed under special circ*mstances. Scrying (4th Level) and Scrying, Greater (6th Level) – The focus for the witch is a cauldron filled with clear water (sometimes known as Cerriweden’s Cauldron) or a polished mirror (also known as Hathor’s Mirror).

Same Spell, New Name

Witches have access to a number of spells of their own. They also share a good number with other


Liber Mysterium: Magic This spell creates a small cushion of air under the spellcaster’s feet. With this, the witch can levitate slightly off the ground when she walks, granting a +10 circ*mstance bonus to a Move Silently skill; however, when using this spell, movement is at 1/2 normal movement rate (so 1/4 when Moving Silently). In addition, the witch can walk over unstable or intangible surfaces, however, she might need to make a balance check to avoid falling down, and she still moves slower than normal. Any tracks left while using this spell appear as if they had been there a full day longer than they really were. Note: This spell can not work in environments where there is no air, such as under water or any of the elemental planes, except of course for the Elemental Plane of Air, but it is hardly needed there.

classes. To help preserve a bit of the mystery of the witch GM’s are encouraged to come up with new names for any “common” spell. This also reflects the diverse nature of the witch’s magic. It is even extremely likely that no two traditions or covens would even call the same witch spell the same name. Warlocks would certainly have different names for their spells, as would Hermetic Mages. Here are a few examples and suggestions. Some of these spells are not on the witch’s spell list, but are known to witches by these other names. Table 6-7: New Spell Names Spell Name Witch Spell Name Acid Arrow Arrows of Artemis/Apollo Arcane Mark Witch’s Mark Beguile Lust Bless Blessed Be Bless Growth Fertility Rite Calm Emotion Quell Heart’s Flame Cause any Wounds Lovitar’s Kiss Cure Critical Wounds Superior Rite of Healing Cure Light Wounds Lesser Rite of Healing Cure Minor Wounds Minor Rite of Healing Cure Moderate Wounds Medial Rite of Healing Cure Serious Wounds Greater Rite of Healing Daze Fairy Senses Desecrate Blessings of the Mara Detect Magic See Magic Fly Transvection Guidance Faerie Luck Light Witch Light Magic Jar Witch Bottle Mage’s Disjunction Hecate’s Magickal Rending Mage’s Faithful Hound Hecate’s Faithful Hound Mage’s Lucubration Mnemosyne’s Recall Mage’s Sword Thanatos’ Sycthe Polar Ray Louhi’s Breath Speak with Dead Spirit of Samhain Symbol of Fear Mark of Phobos Symbol of Pain Mark of Lovitar Tiny Hut Baba Yaga’s Hut Transport via Plants Move with Nature’s Grace

Terrain Compact Snow or Ice Sand or dense mud Watery Mud Light, newly fallen snow Lava Water

Balance Check DC 7 DC 10 DC 13 DC 15 DC 15 DC 17

Movement Rate 1/2 1/2 1/3 1/4 1/4 1/8

Analyze Magic Divination Level: Wch 4, Sor/Wiz 5 Components: V S Casting Time: 1 Minute Range: Touch Target, Effect, Area: Item Touched Duration: Instant Saving Throw: See text Spell Resistance: Yes You can learn certain things about the caster or creator of a spell or magic item. Make an ability check of your relevant casting ability score, plus half your caster level. Then, modify the roll using the following. If the spell is cast by a famous/well known Spellcaster Steps taken to disguise the magical aura (Nystuls Magical Aura, etc.) Spell or item has been used against you before Number of years ago spell was cast or item was created Spell or item was cast as a type not available to caster (a divine spell as being analyzed by a wizard, for instance)

Spell Descriptions Air Walk Elemental Air Level: Wch 2, Drd 2, Rgr 2 Components: V S Casting Time: 1 Action Range: Touch Target, Effect, Area: Person touched Duration: 5 minutes per level [d] Saving Throw: None Spell Resistance: Yes


+4 - 5/spell level +1 each instance -1 for each year -5

Liber Mysterium: Magic At the GM’s discretion, other modifiers may apply. Then, take your result and consult the following. Condition Class of the Spellcaster (Witch, Cleric, Wizard, etc.) As above, plus Coven, Religion, or school of specialty (if applicable) of caster As above, plus Alignment of Caster As above, plus name of caster As above, plus time created/cast, and visuals of the caster creating the item or casting the spell. As above, plus reason created/cast As above, plus can analyze anyone else who has used the same item (begin rerolling at a -5 penalty).

DC 10 12 15 20 24 30 35

This spell can be used to analyze spells with a long duration, magical items, magical constructs, undead or aberrations created by wizardry. Arctic Grasp Cold Touch, Grip of Cold Death Transmutation Level: Wch 3, Sor/Wiz 3 Components: V S M Casting Time: 1 Action Range: Touch Target, Effect, Area: One Creature Duration: Until Discharged Saving Throw: Fortitude halves (see text) Spell Resistance: Yes The spell causes your hand to glow a bright light blue until the spell is dispelled into another individual. When dispelled, the spell deals 1d6 frost damage per level (max 10d6). If the target fails their saving throw, they are considered slowed and can only take partial actions for 1 round per 2 caster levels. The material component for this spell is any crystallized stone.

You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them. You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter. While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes. You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you). Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

Astral Projection Necromancy Level: Wch 9, Clr 9, Sor/Wiz 9, Travel 9 Components: V, S, M Casting Time: 30 minutes Range: Touch Targets: You plus one additional willing creature touched per two caster levels Duration: See text Saving Throw: None Spell Resistance: Yes

Astral Sense Abjuration Level: Wch 3 Components: V S M Casting Time: 1 round Range: Touch Target, Effect, Area: Person touched Duration: 1 round per level Saving Throw: None Spell Resistance: Yes

By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.

By means of this spell the caster can see astral, ethereal or invisible creatures. She is limited only by her own sight. Even though the caster can see the creatures


or items in the astral or ethereal plane, she may not be able to effect them. Plus the creatures may not be able to see the caster. Any gaze attacks that can extend into the astral or ether will also effect the caster. The material component for this spell is a bit of special blue power that the caster uses to draw an eye on her forehead. Aura Manipulation Transmutation Level: Wch 3 Components: V S M Casting Time: 1 turn Range: Touch Target, Effect, Area: touched Duration: See Below Saving Throw: None Spell Resistance: Yes

Liber Mysterium: Magic becomes babbled and confused. Any spell with a verbal component is stopped or otherwise disrupted. People effected will also believe that their own speech is normal, but all other effected people’s speech is babbled. Those not effected can still speak normally, but can not understand those effected at all. This spell cannot effect undead or any other creature immune to mind effecting spells. This spell can be countered with a proper Remove Curse or Tongues spell. The material component for this spell is a snake’s tongue that has been tied in a knot. Beguile Lust (Fertility) The target becomes enamored with the caster. Enchantment Charm Level: Wch 2, Brd 2, Cleric 2, Sor/Wiz 2, Fertility 2 Components: V S Casting Time: 1 action Range: Close 25 feet + 5 feet / level Target, Effect, Area: One humanoid Duration: 10 Minutes per Caster Level Saving Throw: Will Negates Spell Resistance: Yes


The caster can alter the aura of herself or another. The caster can disguise a person’s alignment, level or whether or not the person is telling the truth or a lie. This spell will fool and magical detection, such as the caster’s own Aura Reading. This spell will also fool any other types of magical or psychic means of discovery such as Analyze Magic (opposed spellcaster roll). A spellcaster casting Aura Reading will believe the spell or item to be what the target appears to be under Aura Manipulation if they fail an opposed caster level check, in which the caster of Aura Manipulation receives a +4 bonus. This spell requires a piece of quartz crystal. Babble Tongue Tie Transmutation Level: Wch 3, Brd 3, Sor/Wiz 3 Components: V S M Casting Time: 1 Action Range: Close (25 ft + 5 ft/ 2 levels) Target, Effect, Area: 20’ + 5’ per level cone Duration: 1 round per level Saving Throw: Will Negates Spell Resistance: Yes This spell confuses and confounds all types of verbal communication. All victims within the effected 20’ +5’ per level cone shaped area starting at your hand must make a will save or be effected. The speech

This spell functions similarly to the spell Charm Person, except it has the additional benefit of romantically enamoring the target. If the caster tries to use her bluff or diplomacy against the target, she receives a +10 circ*mstance bonus against the target. The caster can make seduction check as normal to attempt to increase her bonus to Bluff and Diplomacy, to increase her check, she makes her skill check opposed by the targets sense motive, which is made with a +10 bonus. Her diplomacy check in this instance is increased by +1 for every two points her check is higher than the targets sense motive. This stacks with the base +10 bonus that this spell grants. Standard saving throws to avoid taking actions that normally you wouldn’t make (like cheating on your wife of 15 years) are still granted a saving throw, albeit at a -5 penalty. This spell has no effect on characters who normally could not feasibly become attracted to the caster, a heterosexual male could not become enamored to a male caster, nor could a hom*osexual female become enamored by a male caster, nor could it work on asexual beings like Oozes or Elementals. Fertility Domain: To the ancient fertility gods, lust was not a sin, but the energies of life and need to create. To


Liber Mysterium: Magic fill oneself with lust is not an evil thing if the lust is used for creation. Bestow Curse Necromancy Level: Wch 3, Clr 3, Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes You place a curse on the subject. Choose one of the following three effects. • –6 decrease to an ability score (minimum 1). • –4 penalty on attack rolls, saves, ability checks, and skill checks. • Each turn, the target has a 50% chance to act normally; otherwise, it takes no action. You may also invent your own curse, but it should be no more powerful than those described above. The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Bestow curse counters remove curse. Biting Blade Evocation Level: Wch 2, Clr 2 Components: V S M Casting Time: 3 actions Range: Touch Target, Effect, Area: one bladed weapon Duration: 1 minute per level Saving Throw: None Spell Resistance: Yes

By casting this spell the caster has made herself or whomever she touches immune to metal blades. You gain damage resistance 25/Non-Metal against piercing and slashing weapons only, provided these weapons are made of metal. Once this spell has prevented 10 points of damage per level (Max 150) it is discharged. Slashing or piercing weapons not made of metal (for instance, a druids wooden scimitar which has “Ironwood” cast on it), or natural piercing or slashing attacks are not affected by this spell (presuming the attacker is not made of metal. Despite the name, Metallic Dragons do not count as metal). This spell also provides resistance against the spells Biting Blade, Ghostly Slashing, Phantom Lacerations, Dreadful Bloodletting, and Wave of Mutilation. An athame is required to cast this spell as an Arcane Focus. Bless Growth The target’s growth is blessed. Transmutation Level: Wch 1, Drd 1, Rgr 1 Components: V S Casting Time: 1 action Range: Touch Target, Effect, Area: See Text Duration: 1 week Saving Throw: None Spell Resistance: Yes (harmless) This spell can be used in three ways. Bless Garden - Growth is improved by 20% during the duration of the spell, when used on a natural garden, they will produce 20% more food. This can be used to affect gardens up to 10 square feet per caster level. Bless Body - If cast on a living creature, they will recover an additional hit point for each full night of rest.

With this spell the caster may enchant one blade to cause extra slashing or piercing (based on weapon type) damage on a successful hit. On a successful hit, the weapon deals an additional 1d8 points of damage +1 (max +10) per caster level. After a single strike, the spell ends. This spell has no effect on undead or constructs.

Bless Mother - This spell can also be used to increase the chances of a woman getting pregnant, though it’s up to your DM to decide exactly how it’s affected.

Blade Resistance Transmutation Level: Wch 5, Clr 6, Drd 5 Components: V S AF Casting Time: 1 action Range: Touch Target, Effect, Area: Person touched Duration: 1 round per level Saving Throw: None Spell Resistance: Yes

Blight Growth The target’s growth is blighted. Transmutation Level: Wch 1, Drd 1, Rgr 1 Components: V S Casting Time: 1 action Range: Touch Target, Effect, Area: 10 yards per level of area touched Duration: 10 Minutes per Level Saving Throw: None Spell Resistance: Yes

This spell is countered and dispelled by Blight Growth


This spell can be used in three ways. Blight Garden - Growth is decreased by 20% during the duration of the spell, when used on a natural garden, they will produce 20% less food. This can be used to affect gardens up to 10 square feet per caster level. Blight Body - If cast on a living creature, they will recover one less hit point for each full night of rest. Blight Mother - This spell can also be used to decrease the chances of a woman getting pregnant, though it’s up to the GM to decide exactly how it’s affected. Growth

This spell is dispelled and countered by Bless

Liber Mysterium: Magic A plant will draw the nutrients it needs from the surrounding area, a fetus from it’s mother. This is not vampiric, but an extension of a natural process. The mother or the area the plant is in must then be responsible for taking in more nutrients for herself or lose 1 Con point per month (for a maximum of 9). The Con point loss is temporary and can be recovered normally. The caster adds a +1 to the survival DC of the developing life form for every spellcasting level she has. This spell provides no protection once the baby is born or the plants come out of the ground. Material Components: A parchment with various symbols of protection inscribed on it burned in a caldron. This spell can be countered with Withering Touch.

Broca’s Curse of Babel Subject is cursed into speaking in non-sense Illusion Glamour Level: Wch 2, Brd 2, Sor/Wiz 2 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: Subject Touched Duration: 1 round/level Saving Throw: Will Negates Spell Resistance: Yes

Bull of Heaven Bewitch Animal Transmutation Level: Wch 5, Drd 5 Components: V S M Casting Time: 9 actions Range: Touch Target, Effect, Area: 1 normal animal touched Duration: 10 Minutes + 1 Minute per level Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless)

By means of this minor curse you causes the subject to be able only to speak in non-sense. The subject will believe that they are speaking normally and will not initially understand why no one understands them. The affected subject will not be able to communicate either by speech or writing, nor will they be able to cast spells. This spell can be countered with a proper Remove Curse, Dispel Magic or Tongues spell. The material component for this spell is a snake’s tongue that has been tied in a knot.

In Sumerian myths Inanna sent a frightful bull to destroy Gilgamesh. With the use of this spell a caster can gain some of that power. By casting this spell on any normal, non-magical animal the caster turns it into a powerful force of nature. The caster speaks the spell and rubs the animal with a special scented oil. Any normal animal will gain, for the rest of the spells duration, an additional +6 to each of it’s ability scores. Also, for the duration of the spell, it acts as if the celestial or fiendish template (as dictated by the casters alignment, neutral casters may choose which to apply) were applied to the creature (as described in Core Rulebook III). The animal can follow simple commands, but can not learn to speak no matter what it’s current intelligence score is (unless it is a creature which could possibly learn to speak already, such as a parrot or a dolphin). The animal is also considered to be Hasted, gaining an extra partial action each round. The animal will perform the action until completion, the spells end or it’ or the caster’s death. If the animal completes the action or if the spell duration ends then the animal will return to the state in which the caster encountered it, hit points returned to normal. If the animal is killed, it automatically has the spell Reincarnation cast upon it; however, it takes a full week for the spell to take effect (the witch does not pay any XP costs for the reincarnation).

Bounty/Strength to the Unborn Increases the chances that a fetus/embryo/seedling will be born Necromantic Level: Clr 4, Drd 4, Wch 4, Fertility 4 Components: V S M Casting Time: 1 hour Range: Close (25 ft + 5ft./2 levels) Target, Effect, Area: One life form/area Duration: Gestation of the life form Saving Throw: Fort negates Spell Resistance: Yes, harmless This spells gives protection to an unborn fetus or a developing plant to survive till it is born or germinates.


Liber Mysterium: Magic The material component for this spell is scented oil, which is rubbed over the affected animal as the spell is prepared. Cleanse Minor Rite of Cleansing Evocation Level: Wch 4, Clr 4 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: 10 ft per level Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell works like the Holy Word spell, but it can only force out evil spirits, undead, outsiders from the area of effect. It can not harm or destroy any of these spirits, but they will leave the area. Undead are treated as if they were turned (but never destroyed). This spell will also remove a spirit from an object or person. In this case the possessing spirit gains a will save. If it fails it leaves the body or object and flees the area. The arcane focus for this spell is the witches athame and fine incense. Clothes of the Emperor Illusion (Phantasm) Level: Wch 2 Components: S M Casting Time: 1 action Range: Close (25 ft + 5 ft/level) Target, Effect, Area: Living Creature Duration: 1 day per level [d] Saving Throw: Will Negates Spell Resistance: Yes This spell creates an illusionary set of clothing that only the target can see. If the target puts on these clothes, they will appear nude, but the target will believe they are clothed, even if they look into a mirror or other reflected surface. The caster decides what these clothes look like and where the target believes these clothes are. The material component for this spell is a small piece of cloth. Continual Fire Conjuration Creation Level: Wch 3, Clr 3, Drd 3, Sor/Wiz 3 Components: V S M Casting Time: 1 action Range: 5 feet Target, Effect, Area: One flame Duration: Permanent Saving Throw: None

Spell Resistance: Yes By means of this spell the caster alters the nature of a flame to burn forever. It never grows or consumes it’s fuel, but it can not be put out save by magical means or depriving it of air. Unlike continual flame, this fire does produce real heat, and other objects can be caught on fire with this spell. A weapon with Continual Fire cast on it deals no extra damage, but it can be used to se things ablaze and functions as a torch. The material component is a small piece of petrified wood. Control Outcome of Birth The caster can choose outcome (gender, amount,) of birth. Alteration Level: Clr 6, Drd 6, Wch 6, Fertility 6 Components: V S M AF Casting Time: 1 hour Range: Touch Target, Effect, Area: One target Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes By means of this spell the caster can control the outcome of birth. Specifically the caster can choose the outcome of the birth such as gender of the baby or other detail such removing a family curse before the baby is born (Lycanthropy for example). If cast within the normal time frame (the first couple of weeks after conception for humans) then identical twins can be created from a single birth or twins can be reduced to one. A druid (or a cleric or witch) can use this spell to similarly effect plant life. For every month (or equivalent time period) after conception the base DC is increased by +1. This spell is obviously ineffective after birth has taken place. Material Components: The witch caster needs a small clear crystal in which to scry on the developing fetus. Create Poppet Transmutation Level: Wch 3, Adp 3, Drd 5, Wiz/Soc 5 Components: V,S,M, Exp Casting Time: 6 hours Range: Touch Targets: One poppet Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell turns a specially prepared inanimate doll into a poppet, a sort of minor golem. Hair from a living creature of Intelligence 5 or greater must be used


to create a poppet. The poppet then serves its creator faithfully as long as it exists. Poppets are capable of independently performing simple tasks, and as a result make adequate household or laboratory servants. They are not naturally aggressive, and ignore orders to attack with one exception. If ordered to do so, a poppet will unerringly stalk the creature whose hair it was made from, and attempt to kill it. If the poppet succeeds in killing its target, it immediately falls to the ground, lifeless. A careful caster can replace the hair and reanimate the poppet with no experience cost. A spellcaster can animate multiple poppets, but can never control more hit dice of poppets than she has levels. If this number is exceeded, all poppets currently animated pass out of the caster’s control and run wild. XP cost: 500 XP. Crossbreed Allow two incompatible races to have an offspring. Conjuration Level: Wch 8, Clr 8, Fertility 8 Components: V S M DF Casting Time: 1 hour Range: Visualized or Touch Target, Effect, Area: One target Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes The world is full of living magical creations. Some have occurred naturally over time, others have been aided by this spell. This spell allows two species that a naturally cross-infertile to bare offspring. Both species must be living and able to reproduce on their own. The base chance for the spell’s success is a DC of 10, all of the normal modifications do apply plus these additional ones. Species Cross fertility Naturally cross fertile Same type, not naturally cross fertile, (ex: humanoid mammal to humanoid mammal, i.e. dwarf and gnome) Type differs by one (ex: humanoid mammal to humanoid reptile, i.e. Human and Lizardman ) Type differs by more (ex: humanoid mammal to monstrous beast, i.e. Human and Hydra) DC Modifers (cumulative) Size differs between the parents One parent is a dwarf, gnome or halfling One parent is a magical creation

Conception DC 10 15 20 30

+1 for each level of difference +1 (for each parent) +2 (for each parent)

One parent is an aberration

Liber Mysterium: Magic +3 (for each parent)

One parent is a goblin, orc or troll One parent is a humanoid outsider Any base creature that can grant a “half-” template (i.e. half-fiend, half-celestial, half-dragon)

-1 (for each parent) -1 (for each parent) -2 (for each parent)

Examples: If this spell were used to make say a half-elf an elf and a human would be needed. Since elves and humans are naturally cross-fertile the DC is 10. Since both are medium sized humanoids no alterations need to be made. The caster can at this point “take a 10” and produce a half-elf. The caster now wants to crossbreed a half-fiend troll (large giant, outsider) with a troglodyte (medium reptilian humanoid). The base DC is 20. The modifications are +1 for size differences, and –1 since one is a troll, and –1 again since it is a humanoid outsider, leaving a DC of 19. The GM decides that the fiendish nature of the troll leads to better cross breeding with others and grants another –2 to the DC for a total of 17. Other factors: Dragons despite their differences appear to be at least somewhat cross-fertile with humanoids, given the existence of sorcerers. Outsiders, magical beasts and aberrations should be dealt with on a case by case basis. The modifiers above are meant as guidelines. Conception: The conception process can either take place normally or by the means of Magickal Conception above. Obviously for crossbreed to work two parents are required. The outcome of birth is determined by the amount rolled over the DC calculated above. Birth Result Stillborn Alive, serious deformities, infertile Alive, minor deformities, infertile Alive, no deformities, infertile As above, breeds true with either type of parent, but infertile with others of it’s kind. As above, new true species created, fertile with others of it’s own kind and both types of parents.

Over DC 0 (or lower) 1-5 6-10 11-20 21-30 31+

Material Components: The divine focus is a wand made out of wood that was grafted to another tree. Typically a branch of apple or peach is grafted to a tree of oak or hawthorn and allowed to grow for one month. The wand is non-magical, but it does have special


Liber Mysterium: Magic properties for this spell. The wand can only be used once. Each parent is also given specially prepared apples and figs to eat. To cut the fruits a special boline must be crafted. This knife can have no other purpose. Cost for these materials are 500 gp. Curse of Lycanthropy Transmutes one humanoid into an afflicted lycanthrope Transmutation Level: Wch 6, Clr 6, Moon 6, Sor/Wiz 6 Components: V, S, M F Casting Time: 1 action Range: Touch Target: One humanoid touched Duration: Permanent Save: Fortitude negates Spell Resistance: Yes By means of this spell, you may place a devastating curse on one other humanoid creature. The Curse of Lycanthropy changes the creature to a type of lycanthrope (were-creaure) determined by the material component held. The GM applies the Lycanthrope monster template to the effected humanoids; nonhumanoids and current lycanthropes are immune to the spells effects. The effected lycanthrope is a cursed or afflicted creature and may only be returned to normal by means described in the monster template entry (qv.) The type of lycanthrope that the target creature becomes is determined by the material component used. In the case of a werewolf a bit of hair from a werewolf or a dire wolf is required. For a werebear a bit of werebear or dire bear fur is needed, and so on. In every case the preferred component is that from a were-creature. GM’s may wish to give a +1 to +3 save bonus to the creature if a dire creature’s fur is used instead. The arcane focus of this spell is a disk in the shape of the moon. Which phase of the moon depends on the creature changed. After that point the affected creature will not change till the next moon phase depicted. Lycanthrope

Fur needed

Werebear Wereboar

Dire bear/werebear Dire or Giant boar/ wereboar Dire rat/wererat Dire tiger/weretiger Dire wolf/ worg/werewolf

Wererat Weretiger Werewolf

Moon phase symbol Waxing Crescent Half New Waning Crescent Full

Other animals maybe used. GM’s will need to work out the details. The spell is ineffectual against current lycanthropes, undead, any type of outsider, other shape shifters, or animals.

It is believed that this spell originated from the coven of the Witches of the Howling Moon. It is believed that the spell was then used to create a class of warrior witches that had the skill of the wolf to protect their lands. However something went wrong either with the spell or those affected by it. Now the spell can only curse those into assuming wolf shape, never gaining the ability of the wolf to protect. Dance Macabre Enchantment Level: Wch 3, Brd 3 Components: S Casting Time: 1 Action Range: Medium (100 ft + 10 ft / level) Target: 1 humanoid per level Duration: See Text Saving Throw: Will Negates (see text) Spell Resistance: Yes This spell holds the target as the spell Hold Person for anyone who who looks at the caster, except that the targets get a saving throw every other round. Dance Macabre requires that the caster dance for as long as they wish their targets be held. Death Armor Latin: Armatus mori Necromancy Level: Wch 2, Sor/Wiz 2 Components: V S M Casting Time: 1 action Range: Self Target, Effect, Area: Caster only Duration: 1 round/level Saving Throw: Fort Half (see text) Spell Resistance: Yes This spell causes your skin to become highly acidic. Anyone touching the caster’s skin, via an unarmed attack or otherwise receives 2d6 points of Acid damage (fort save half). The caster can make a touch attack with this spell. The material components for this spell are 100 gp worth of special creams, which must be rubbed over the caster’s arms. Discord Causes hidden hostilities to become open. Enchantment Level: Wch 2, Brd 2, Sor/Wiz 2 Components: V S M Casting Time: 1 Action Range: Medium (100 ft + 10 ft / level) Target, Effect, Area: All creatures in a 15 ft. radius Duration: 1 hour + special Saving Throw: Will negates


Spell Resistance: Yes This spell causes hidden, but actual, tensions and hostilities to be forced into the open. Often used to cause discord in groups, this spell is most effective when disparate groups come together to work things out. Common hidden hostilities can include racial, such as humans adventuring with elves and dwarves; moral or ethical along alignment lines, national or even between different character classes. Example would be a party in which (if all fail the save) everyone begins to distrust the rogue or the half-orc, or the dwarf and the elf decide now is a good time to bring up the thousands of years of racial tension between their groups, the barbarian begins to eye the wizard with more than a little distrust and suspicion. This spell last as long as one hour. After that, each effected person must resave against Will each hour after that. After the first hour they gain a cumulative +2 to save. The spell lasts as long as at least one person is still effected. While the arguments will get heated, they will rarely if ever come to blows. The effected members will of course not be able to anything else, including being quiet, during the duration of the spell. The material component for this spell is a pinch of ragweed, cayenne pepper, or some other irritant that can be ground into a powder. Divine Power Evocation Level: Wch 4, Clr 4, War 4 Components: V, S, DF Casting Time: 1 standard action Range: Personal Target: You Duration: 1 round/level Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level. Dowse The caster can locate water, plants or minerals. Divination Level: Wch 1 Components: V S M Casting Time: 3 actions Range: 50 ft / level (max 200) Target, Effect, Area: 1” area around the caster Duration: 30 Minutes + 10 Minutes per level Saving Throw: None Spell Resistance: Yes

Liber Mysterium: Magic By means of this spell the caster can locate certain items. Typically what is looked for is water, known as Water Dowsing. The water must be in the spell’s range. The caster will know how much water there is and how deep in the ground. The caster will not know if the water is fit for dinking until she gets to it. Almost any other type of items may be found in this manner such as edible plants, burnable wood, small gems. However it can not be used to find people, monsters or specific items. The nature of the item to be found must be stated on the spell’s onset and can not be changed. If for example the caster wants to find water and edible berries, she must cast Dowse twice. This spell can also be made available to other clerics, in particular druids. The Arcane Focus for this spell is a stick shaped like a Y. The caster holds the sick with both fists, with fingers up and the single end pointing forward. While the stick does not vanish when the spell is complete, it is unusable for other dowsing attempts. Dreadful Bloodletting Transmutation Level: Wch 5 Components: V S F Casting Time: 1 Action Range: Medium (100 ft + 10 ft/level) Target, Effect, Area: 1 Creature or Object Duration: Instantaneous Saving Throw: Fort Partial (See Text) Spell Resistance: Yes Like Ghostly Slashing and Phantom Lacerations, this spell causes wounds to appear on the targets body. However, these wounds are much larger than the ones caused by Phantom Lacerations. Initially, the target suffers 7d8 +2 (Max +20) damage per level, and must succeed a fortitude save or be stunned (receiving no dexterity bonus to AC, can take no actions, plus attackers receive a +2 bonus to their hit against their target) for a number of rounds equal to your caster level. This spell deals no damage to undead or constructs. The Arcane Focus for this spell is a slashing weapon of small or greater size. Ears of the Bat Bat’s Ears Allows the caster to “see” like a bat. Transmutation Level: Wch 2, Drd 2, Rgr 2 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: Self/Creature touched Duration: 1 Minute / Level [d] Saving Throw: Yes


Liber Mysterium: Magic Spell Resistance: Yes This spell completely blinds you but increases your hearing ability to ultrasonic levels. For the duration of the spell, gain a +10 bonus to your listen checks, and a +4 bonus to search checks for finding secret doors and compartments. The Ultrasonic location offsets most penalties of blindness (except you still suffer a 10% miss chance on attack rolls, and you move at 3/4’s your movement rate.) If you have the Blind Fighting feat, you suffer no penalties for blindness. The material component for this spell is a bit of bat fur. Elemental Armor Conjuration [elemental] Level: Wch 4, Clr 4, Drd 4 Components: V S MA Casting Time: 1 action Range: Touch Target, Effect, Area: person touched Duration: 1 minute per level Saving Throw: None Spell Resistance: Yes This spell creates a suit of magical body armor surrounding the target. The armor is made out of elemental matter. You choose the appropriate element. The armor circles the caster and provides an AC bonus of +4, plus provides damage resistance 15 against one energy type (fire, acid, frost, sonic, electricity). The armor is flexible to the caster and she can act as if she is not wearing armor at all, therefore causing no arcane spell failure penalty or maximum dexterity bonus. This spell does not stack with normal armor. Even though the armor is made of elemental matter is will not confer extra damage to the caster or others because of it’s make up. So Fire Elemental Armor, while it looks like it’s on fire, will not cause any fire damage. The arcane focus for this spell is a consecrated pentacle. The material component is a bit of the element need. Endless Sleep Enchantment Compulsion Level: Wch 5 Components: V S M Casting Time: 1 Minute Range: Touch Target, Effect, Area: 1 Target Duration: Semi-Permanent (see text) Saving Throw: Will Negates Spell Resistance: Yes This spell causes the target to fall asleep indefinitely. The target will not starve or die of thirst, but

until the criteria set by the caster is met will remain asleep and age normally. The specific criteria must be semicommon. For instance, the caster may desire to have the target only awakened when kissed by a person of royal blood. Other options may require the target to have a particular type of leaf pressed upon the sleeping target’s forehead. The caster must touch the target intended. The material components for this spell are the same as the criteria required for the target to be awakened. For instance, if the caster wished the target to only be awoken if they had the feathers of an owlbear pressed against the target’s forehead, they would require the feathers of an owlbear. If they wished to have the target only be awoken by a particular type of person (race, bloodline, or otherwise), they would need a sample of that type of persons blood. GM’s always have final say on what criteria is acceptable or not. Enhanced Taste Transmutation Level: Wch 1, Clr 1, Sor/Wiz 1, Drd 1 Components: V S / DF Casting Time: 3 actions Range: Self Target, Effect, Area: None Duration: 1 minute/level Saving Throw: None Spell Resistance: Yes Enhanced taste greatly enhances the tasting capability of the recipient. The recipient of this spell will be able, by tasting a kind of food, to know what are its constituents. It is also possible to tell the quality of a wine, of drinking water, and other liquids. The spells also allows the recipient to detect poisons very efficiently. With only a single drop of the target liquid, the recipient of the spell will be able to tell if it is poison. Unless specified otherwise, the quantity of poison necessary to be detected is not enough to cause damage to the imbiber. The divine focus of the spell is the caster’s holy symbol or ritual tool. Escape of the Snake Transmutation Level: Wch 2, Brd 2, Sor/Wiz 2 Components: V M Casting Time: 1 action Range: Touch Target, Effect, Area: person touched Duration: 1 round per level Saving Throw: Negates Spell Resistance: Yes By means of this spell target can escape any bounds that have them personally restrained. When the caster casts the spell she becomes as flexible as a snake and she can escape any personal bonds, such as rope, a


Liber Mysterium: Magic pillory or a noose. You gain a +10 bonus to your escape artist check. The material component for this spell is the shed skin of a snake.

Expert Good Fair Poor None

Etherealness Transmutation Level: Wch 8, Clr 9, Sor/Wiz 9, Moon 8 Range: Touch; see text Targets: You and one other touched creature per three levels Duration: 1 min./level (D) Spell Resistance: Yes

This spell can not be used to convince someone they are now someone else, or to make them do something against their own nature. The spell only replaces a fixed number of hours of memory; it does not alter anything else. Skills can not be forgot or learned and spells can not be taught. The material component for this spell is a quill pen and vial of special ink that the caster has to make on her own.

This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together. When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

Feral Spirit Transmutation Level: Wch 3, Drd 3 Components: V S Casting Time: 1 action Target, Effect, Area: Self Duration: 1 hour per level

False Memory Enchantment (Compulsion) Level: Wch 6 Components: V S M Casting Time: See below Range: Touch Target, Effect, Area: One person touched Duration: Permanent Saving Throw: Will Negates Spell Resistance: Yes

Your body changes, granting you a powerful unarmed attack. With this, you can make unarmed attacks without provoking attacks of opportunity, are always considered proficient with the attack, and also deal 1d4+1 point of damage (max +15) per level. The type of damage (piercing, slashing, or bludgeoning) granted changes between each caster. Usually, if you have a familiar, the spell will mimic the attacks that a familiar might have. For instance, a caster with a ram familiar may grow horns. One with a cat familiar will have small, retractable claws. A bird familiar may cause the caster to grow a beak to peck with, or a toad familiar may grant a slapping tongue. If you do not have a familiar, you simply grow long animal-like claws.

False Memory does just that; it places a false memory in the recipient’s mind. The caster can “record” a number of hours of false memory time equal to her level. But to do so requires one minute of hour added. Thus it would take a 15th level caster 15 minutes to replace 15 hours of memory. The caster can decide how much memory she chooses to replace. The victim will then forget what actually took place during that time period. To the victim the memories seem real and accurate. Their true memories can only be restored by a Remove Curse or a wish spell. When inserting the memories the caster needs to be somewhat familiar with the situations she is adding. If the caster adds a memory of exploring caves and she has never been in a cave herself, then the false memory will begin to fade. The victim needs to make an Intelligence check, if they succeed then they can look for a cure, a failed one means the false memory goes unnoticed. The intelligence check works depending on how familiar you were with the memories implanted (as decided by the GM). Familiarity

20 16 12 8 4

Famine Transmutation Level: Wch 4, Drd 4 Components: V S M Casting Time: 1 Action Range: Close (see text) Target, Effect, Area: See text Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell causes all plants and crops to become rotted and inedible. This spell does not affect current plants, only plants that have been planted and not yet sprouted. The spell can be a circle with a radius of 100 feet, a semicircle with a radius of 150 feet, or a quarter sircle with a radius of 200 feet. You may also designate areas within the spell that are not affected.



Liber Mysterium: Magic The material components for this spell are a maggot, a fly, and a fresh fruit or vegetable of some kind. Ghostly Slashing Deals 1d4 damage +1 per caster level (max 20) Transmutation Level: Wch 1, Clr 2 Components: V S M Casting Time: 1 Action Range: Close (25 ft + 5 ft / level) Target, Effect, Area: 1 Living target Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell creates what seems like a ghostly attacker that attacks the target. In fact, the spell only causes an open wound on a person. This spell deals 1d4 slashing damage +1 per level (max +20). The placement of the wound is random. This spell has no effect on Undead or Construct. The material component of this spell is a small metal flake of any size. Glamour Makes the caster more attractive or ugly. Transmutation Level: Wch 1, Sor/Wiz 1 Components: V S M Casting Time: 1 action Range: Self Target, Effect, Area: Caster Duration: 2 minutes / level This spell can be used in two ways. Touch of Beauty: The caster can make herself appear to be, simply put, more attractive. She becomes instantly cleansed, her hair will be removed of all tangles, and minor imperfections will be fixed. The caster gains a +2 bonus to bluff and diplomacy checks using this spell in this way. Touch of Hideousness: The caster can make herself appear too hideous. Her skin becomes wrinkled and warty, and becomes otherwise transformed. Using the spell this way grants the caster a +4 bonus to her intimidate check. The material component for this spell is a male bird’s feather to use the Touch of Beauty function or a bit of Goblin Droppings for the Touch of Hideousness. Grasp of the Endless War Conjuration Level: Wch 2, Clr 3, Pld 3 Components: V S M Casting Time: 1 Action Range: Touch Target, Effect, Area: 1 Living Creature

Duration: Instantaneous Saving Throw: Fortitude halves Spell Resistance: Yes This spell taps into the casters own aura, and creates magical energy to harm other targets. With a successful touch attack, the spell deals 1d10 damage for each step of alignment the target is from the caster. For example, Arterion the Paladin (LG) casts the spell against a chaotic evil demon. Since both chaos and evil are 2 steps away from the paladin’s lawful good alignment, the spell deals 4d10 damage. If the target was instead a chaotic good rogue, the spell would deal 2d10 damage, since chaos is two steps away from law, but they are both good. The material component for this spell are two coins that have distinct sides. Guard Watch Removes need for sleep for the night. Transmutation Level: Wch 2, Sor/Wiz 2 Components: V S DF Casting Time: 1 round Range: Touch Target, Effect, Area: Creature touched Duration: 1 night Saving Throw: None Spell Resistance: Yes When a caster casts this spell on another creature (or on herself), it removes the need for sleep for 1 full night. The creature affected will then be able to be awake all through the night, with no chance of falling asleep. This spell is very useful for an adventuring party; someone being able to watch over for a whole night while everyone else sleeps is handy. However, when the spell is cast upon spellcasters, it prevents them from learning spells on the second day, they still need to sleep to recover spells. Guard Watch can not be cast more than five nights in a row on a creature. After five days of being awake, a creature needs (and deserves) rest. If the spell is cast anyway, it will simply not work. The divine focus of the spell is a witch’s ritual tool. Hallow Evocation [Good] Level: Wch 5, Clr 5, Drd 5 Components: V, S, M, DF Casting Time: 24 hours Range: Touch Area: 40-ft. radius emanating from the touched point Duration: Instantaneous Saving Throw: See text Spell Resistance: See text


Liber Mysterium: Magic Hallow makes a particular site, building, or structure a holy site. This has four major effects. First, the site or structure is guarded by a magic circle against evil effect. Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.) Third, any dead body interred in a hallowed site cannot be turned into an undead creature. Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again. Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.) An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow. Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area. Hold Winds Elemental Air Level: Wch 1, Drd 1 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: 100 yard radius around the caster Duration: 1 turn per level Saving Throw: None Spell Resistance: Yes This spell will stop the effects of any mundane (none magical) wind in the area of effect around the caster. The wind continues to blow around the bubble surrounding the caster, but not into. This will also stop any debris or particles from being blown at the caster. The material component is a small piece of paper folded into a fan. Holy Steed Conjuration Summoning (Good) Level: Wch 6

Components: V S M Casting Time: 10 Minutes Range: Special Target, Effect, Area: Special Duration: 1 night. Saving Throw: None Spell Resistance: Yes This spell will summon a winged celestial Unicorn (as the Half-Celestial template in Core Rulebook III) to serve you for one day. The caster must be outside at night to begin the summoning. This creature can fly at 90 (average) The Unicorn will serve the caster as her mount till sunrise. At sunfall the pegasus will return to the Celestial Planes. The spell components for this spell are a pinch of silver dust and an old horseshoe. Immunity Abjuration Level: Wch 5, Clr 5, Sor/Wiz 6 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: One being Duration: 1 hour / level Saving Throw: None Spell Resistance: Yes The effect of this spell grants you temporary immunity from all poisons and diseases for the duration of the spell. The material component of this spell is a mandrake root or the eye of an alchemist. Insanity Enchantment (Compulsion) [Mind-Affecting] Level: Wch 7, Sor/Wiz 7 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One living creature Duration: Instantaneous Saving Throw: Will negates Spell Resistance: Yes The affected creature suffers from a continuous confusion effect, as the spell. Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. Intangible Cloak of Shadows © 2001: Dominique Crouzet Illusion (Shadow) Level: Wch 4, Sor/Wiz 4


Liber Mysterium: Magic Components: V, S, M Casting Time: 1 full round action Range: Personal Target: Self Duration: 1 day (D) Saving Throw: None (harmless) Spell Resistance: No (harmless) You merge with the border of the Plane of Shadow, and thus become insubstantial, invisible, and inaudible; yet your cast shadow remains and may easily betray you, and also sometimes scare the casual onlooker. For you be able to cast this spell, you must have a cast shadow. Therefore, you cannot cast it in total darkness, nor in a place where light comes from everywhere, so you don’t project a shadow. Then, once you cast the spell you becomes insubstantial, invisible, and inaudible (plus without smell), however your cast shadow remains as if normal. This spell thus wields several effects: • Inaudible: You cannot be heard by any means, and you cannot communicate (at least through speech) nor cast spells with a verbal component. • Insubstantial: You cannot be touched nor hit, and you may pass through solid matter. However, your shadow is still substantial, even if only two-dimensional. As such, you may pass through a door, for example, only if your shadow may pass under it. If the door is totally sealed, you cannot pass through (under) it. • Invisible: You cannot be seen normally, but your shadow can be spotted however. Yet, you gain a bonus to Hide skill rolls for your shadow being not detected. In areas with normal light you gain a +7 to your hide check, though you must remain in an area with at least some light. Being insubstantial you cannot be touched nor attacked where you stands, even with magic. However, any attack directed against the shadow (that is: against a point on the ground, wall, etc., where your shadow is) affects you normally, and put an end to the spell. Similarly, if you try to attack someone with a melee weapon or spell, it puts an end to it. However, while you are in this shadow form, an attacker must use a magical weapon to be able to hit you (use your normal AC), and similarly you must have a magical weapon to be able to attack someone. (This is not Damage-resistance, but the conveying of a strike to or from the border of the Plane of Shadow.) Otherwise, while subject to this spell, you cannot enter areas of complete darkness, or areas of total light where shadow would be

impossible. In ambiguous cases, determine if your body would cast shadows under normal circ*mstances. If yes, you may enter the area. Material Component: a bit of black velvet of high quality (worth 1 sp). Itchweed Transmutation Level: Wch 6, Drd 6 Components: V M Casting Time: 1 Action Range: Touch Target, Effect, Area: Self or Creature Touched Duration: 1 round/level Saving Throw: None Spell Resistance: No This spell has 2 effects. First, it grants immunity to any poisons that the user comes into contact with for the duration of the spell. Second, any poisons that are consumed during the spell can be passed to other targets by touching skins (like itchweed) or a successful touch attack for the remainder of the spell. The new target still must make a fortitude save vs. the DC of the poison still. The caster may only use one poison in this way at a time. The spell does not neutralize poisons that are already in the casters system. If someone casts Neutralize Poison while this spell is in effect, the poison leaves the casters body but the spell remains in effect, so the caster could use another poison if they take the time to drink it. The material component for this spell is a bit of itchweed, which is consumed during the casting. The caster does not suffer allergic reaction by consuming the itchweed, since she is now immune to poisons for the duration of the spell. Lesser Strengthening Rite Evocation Level: Wch 3, Clr 4 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: 1 person Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes This spell causes the target to become strong and hardy, granting a +1d3 bonus to both strength and constitution, adding the usual benefits


to attack and damage rolls, saving throws and anything else applicable. Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the character’s Constitution drops back to normal. They are not lost first as temporary hit points are. The material component for this spell is a few leaves from the Spring Adonis plant. Lethe Forget Enchantment Compulsion Level: Wch 3 Components: V S M Casting Time: 1 Action Range: 25 feet Target, Effect, Area: 20’ sphere Duration: Permanent Saving Throw: See Text Spell Resistance: Yes Lethe, named after the river in the underworld, is a magical river that robs people of their memories. This spell effects all within a 20’ radius of you and you can decide who is and is not effected. The maximum number of hours of memory removed is equal to a number hours equal to the witches level times 3. The victims will only remember having a feeling of “losttime” and not recall any thing in the time period in question. The memories can be returned if a Heal or Remove Curse spell is cast on the victim. The flood of lost memories will cause the victim to make a will save to avoid going unconscious for a number of turns equal to the hours lost. The spell component is a vial of water taken from a old stagnant river. Magic Circle Against Fire/Water/Cold/Air/Earth Abjuration Level: Wch 2, Clr 2, Drd 2 Components: V S M Casting Time: 1 Action Range: Touch Target, Effect, Area:10 ft from touched creature Duration: 1 round/level Saving Throw: None Spell Resistance: Yes This spell is identical to the spell Magic Circle against Evil, except it effects only creatures with the applicable elemental descriptor.

Liber Mysterium: Magic Magickal Conception Latin: Parthogenesis Makes a woman pregnant via magic. Conjuration Level: Wch 7, Clr 7, Fertility 7 Components: V S M DF XP Casting Time: 1 hour Range: Visualized or Touch Target, Effect, Area: One target Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes Magickal Conception is a complicated spell in which the witch can make a woman pregnant by magic. This is possible even for female witches. The child is normal, with inherited traits from both parents. If the witch that casts the spell is a woman, the child will always be a girl. A female witch can cast this spell on herself and give birth to an exact copy of herself. The target can be willing or not. A willing target needs not make any type of save, except to see if the spell was successful. An unsuspecting or unwilling target can make a Will check to avoid the effects. Both the casting witch and the recipient target take 1 point of Con damage. This is regained after normal sleep. This can be dangerous to anyone already at Con loss. To determine if the casting and impregnation was successful the caster and the target both need to make checks vs. their Con scores (after the Con penalty for casting is applied). Material Components: sem*n or blood from the spellcaster. Hair, blood or flesh from the prospective mother (material component). Candles to be lit during the ceremony. The Chalice (divine focus, symbol of the Goddess) is used to contain all the material components. A plea to the Goddess must be made to transfer the life energy of the witch to the prospective mother. The witch also pays 1,000 XP for this casting in life force. History: This spell is quite old, but the first recorded use of it was by two female witches in service of Diana. Belen researched the spell so that she and her lover Damara could have a child of their own. Known then as “A Spell to Ease a Mother’s Sorrow”, it appeared in a collection of spells known as the “Dianic Rites”. Other witches known to have used this spell are Liath and the druidess Bodhmal (but they were unsuccessful) from pagan Celtic Ireland, and the witches Saillie and Teamhair a couple of hundred years later. It has since been copied many times and at least a dozen variations are known to exist.


Liber Mysterium: Magic Magickal Creation Latin: Thaumatogenesis A new life is created without a father or mother. Level: Wch 9, Clr 9, Fertility 9 Components: V S M DF XP Casting Time: 2 hours Range: Close Target, Effect, Area: One creature Duration: Permanent Saving Throw: Will negates; see below Spell Resistance: No By means of this spell a new life form can be created purely from magic. Unlike Magickal Conception, which takes exsiting life force and shapes into a new life, Magickal Creation uses only magic. This spell maybe used to impregnate a female or even a male subject. Typically a female subject is used since is most cases (95% of the time) the impregnated male dies in the birth process. The casting of this spell takes two hours, during which time the caster must be not interrupted. The casting witch must be able to see the target of the spell, either directly or by scrying. The target, if willing, gains no saving throw, but an unwilling target if aware of the spell can make a Will save. A target unaware of the casting must become aware of the situation before they can save. Many charlatans play on the paranoid nature of many and sell talismans that protect against this spell. Since this is using the stuff of magic to produce a life the spell always works (given a passing DC of 10 plus or minus normal modifiers) and produces a living life form. What sort of life form produced is indicated by the table below. D% 1-25 26-50 51-60 61-70 71-80 81-90 91-95 96-100

Outcome of birth The child is born with only the mother’s traits. The child is born with both the traits of the mother and the caster The child is born a Tiefling, with both the mothers and casters traits. The child is born a Tiefling, with only the mothers traits. The child is born an Aasimar, with both the mother and casters traits. The child is born an Aasimar, with only the mothers traits. The child is born with the half fiend template, with only the mothers traits. The child is born with the half-celestial template, with only the mothers traits.

By increasing the casting DC to 20 the caster then can control the outcome of the birth. Gestation depends on the species of the mother, but time in months is often reduced to time in

hours. So if the mother is human then nine months of pregnancy is reduced to nine hours. Then minimum time is two hours. Material Components: Root Agaric, Basil, Figs and Mandrake root (harvested only by the new moon) are combined into a paste, dried and burned. An athame and a cup, symbolizing male and female powers to direct the spell are required as the divine focuses. The caster also pays 2,000 xp in life force for this spell. Make Fertile Make something previously infertile capable of creating life. Conjuration Level: Wch 5, Clr 5, Drd 5, Fertility 5 Components: V S M DF XP Casting Time: 1 hour Range: Close (25 ft + 5ft./2 levels) Target, Effect, Area: One target/area Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes This spell allows fallow ground to be able to produce plant life or allows a barren or infertile woman (or man) the ability to have children. It heals what damage it can and magically augments what it can’t. This spell does not increase the chances of implanting life, but it will remove the hindrances. Upon a successful check the ground or the people have the same base chance of conception as everyone else (a base DC of 10 in most cases, sometimes lower). Material Components: To make the ground fertile for planting the spellcaster needs blessed water. It is not necessary for it to be holy water, but that will work, and ritual dung or earth to be cast out onto the land. To make people fertile, the caster needs walnuts, blessed water (as above) and milk from a lactating ewe. Preferably the milk is collected during the spring or Imbolc. All components are placed in a chalice (divine focus, symbol of the Goddess) or a bowl, censer, cup or jug sacred to the caster’s god. A plea to the Goddess or God must be made to transfer the life energy of the witch to the prospective mother. The witch also pays 100 XP for this casting in life force. Martyr’s Cry Transmutation [Sonic] Level: Wch 4, Brd 4 Components: V Casting Time: 1 Full Action Range: Self Target, Effect, Area: All within earshot Duration: Permanent Saving Throw: Will negates Spell Resistance: Yes


Liber Mysterium: Magic This dangerous and ancient spell is one of the most underused spells in witchcraft, but is probably one of the most memorable. The spell requires that the caster die within the 2 hours following the spell. Casting the spell requires the caster to wail. Begining the next morning, all those who heard this scream are affected by the spell Bestow Curse. All targets have similar curses. Should the caster somehow be brought back to life, the curses remain in effect. If the caster does not die within two hours of casting the spell, the spell has no effect. Masque False Visage Illusion Pattern Level: Wch 4, Brd 4 Components: V S M Casting Time: 1 action Target, Effect, Area: 1 Target Duration: 1 minute per level Saving Throw: Will Negates Spell Resistance: Yes By use of this spell the caster can disguise her looks to appear as anyone the target knows. You can target a number of victims equal to twice the your caster level at one time. If their saving throws are failed then each will see the caster as some one they love and trust. The caster need not act like, sound like or even know the person she is imitating, those details are filled in by the victim’s mind. A caster can cast other spells including Charm Person, Beguile, Silver Tongue, and anything else in conjunction with this spell to increase the DC of the saving throw (+3 + spell level for each additional spell cast). If the caster attemps a non-magical seduction (skill) then she has a +5 bonus (GM’s discretion). A Witch gains a +5 bonus to her bluff and diplomacy check against the target. This spell can be negated by a True Seeing spell but only by the person using it. This spell cannot effect the undead. The material components for this spell are a dab of perfume and thin gossamer veil. Mind Obscure Target can’t see caster under any circ*mstances. Mind Shadow Enchantment Compulsion [mind affecting] Level: Wch 2 Components: V S M Casting Time: 1 Action Range: Close (25 ft +5 ft/level) Target, Effect, Area: Self Duration: 1 minute per level Saving Throw: Will Negates Spell Resistance: Yes

With this spell, the caster removes herself from the target’s mind. She is not invisible. She simply makes herrself undetectable through any of her target’s senses. Because of this, she can not be seen with a Detect Invisibility spell, the Scent feat, tremorsense or through any means, though a True Sight spell will negate the spell. A detect magic spell will reveal a faint magic aura in the area, but will not specify the source of the problem or the location of the caster. The target has no chance to see, hear, or otherwise detect the caster, however, if the caster engages the target physically through melee or otherwise casts offensive spells against the target the spell is immediately dispelled. Minor Fighting Prowess Target gains +1 bonus to attack per 2 levels. Enchantment Level: Wch 1, Clr 1 Components: V S A/F Casting Time: 1 Action Range: 10 yards Target, Effect, Area: 1 creature Duration: 1 round per level Saving Throw: None Spell Resistance: Yes By means of this spell, the caster increases the target’s gut fighting instinct. The target gains a +1 bonus per 2 caster levels (max +5) to their attack rolls. The arcane focus of the spell is a miniature metal sword, which is not consumed by the spell. The caster needs to point a finger at the creature to be affected. Moonbow Conjuration Creation Level: Wch 6, Moon 5 Components: V S M Casting Time: 5 actions Range: See Below Target, Effect, Area: Witch Duration: See Below Saving Throw: None Spell Resistance: Yes This spell can only be cast in the light of the moon. The caster takes the moonlight (the material component) and forms it into a large opaque composite bow. The bow fires at the rate of 3 arrows per round for a total number of arrows equal to the caster’s level. The arrows are immaterial, but with a ranged touch attack cause 1d8 damage +1 per caster level (max +15) damage per hit. The caster is automatically considered proficient with the moonbow.


Liber Mysterium: Magic This spell deals double damage against lycanthropes. The moonbow may not be given to anyone else to use; only the caster may fire it. The only material component for this spell is moonlight. If the caster has a means of capturing moonlight then the spell may be used with that source. Moon Stone Transmutation Level: Wch 1, Clr 1, Drd 1, Earth 1, Moon 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch Targets: Up to three pebbles touched Duration: 1 day per caster level or until discharged Saving Throw: Will negates (harmless, object) Spell Resistance: Yes (harmless, object) The castercan transmute as many as three pebbles into luck charms that may be used at any time. Each stone adds up +1 to any roll (attacks, saves, spells or skill checks). The player must state their intent to use the Moon Stone before the action is done (before rolls). Mystic Sleep Enchantment Compulsion Level: Wch 2, Sor/Wiz 3 Components: V S M Casting Time: 1 action Range: Medium (100 ft + 10 ft/level Target, Effect, Area: Special Duration: 5 rounds/level Saving Throw: Will Negates Spell Resistance: Yes This spell is similar to as the 1st-level magicuser spell Sleep. The caster can effect a number of hit dice equal to her own level + 1d4. So a fifth level caster can effect 6-9 hit dice (5+1d4) of victims. The creatures with the lowest hit dice are effected first. Creatures with hit die greater than 12 are not affect by this spell. The material component of the spell is the caster’s athame and rose petals or sand. Owl’s Wisdom Transmutation Level: Wch 2, Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2, Moon 2 Components: V, S, M/DF Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 1 min./level Saving Throw: Will negates (harmless) Spell Resistance: Yes

The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, rangers and witches (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase. Arcane Material Component: A few feathers, or a pinch of droppings, from an owl. Phantasmal Spirit Illusion Phantasm Level: Wch 2, Sor/Wiz 2 Components: V S M Casting Time: 1 round Range: Close (25 ft +5 ft/2 level) Target, Effect, Area: 4” square + 1 foot per level Duration: Special Saving Throw: Will Disbelief (if interacted with) Spell Resistance: No This spell creates a misty, insubstantial, spirit like being to appear in the area of effect. The being will float around where it was conjured for the duration for the spell. It makes no noise and gets no attacks. Anyone spotting this phantasm will need to make a spot check (DC15) in order to determine if it is a ghost, wraith or similar creature. This may be modified per the GM’s wish if the PC’s are familiar with the spell or the conditions warrant it. The spells duration is permanent until someone touches, not attacks, the phantasm. Afterwords, it simply disappears. Phantom Lacerations Transmutation Level: Wch 3 Components: V S M Casting Time: 1 Action Range: Medium (100 ft + 10 ft/level) Target, Effect, Area: 1 Creature or Object Duration: Instantaneous Saving Throw: None Spell Resistance: Yes This spell causes open wounds to appear all over the targets body. The spell deals 5d4 damage +2 points of damage per caster level. (max +20) Creatures normally immune to critical hits also are immune to the effects of this spell. This includes constructs, elementals, and undead. The material component of this spell is a small metal blade of any size. During the casting of this spell, the caster must do 1 point of damage to themselves in bloodletting.


Pop Corn Ear of corn pops, slowing down those nearby. Conjuration Creation Level: Wch 1, Drd 1, Rgr 1 Components: V S M Casting Time: 1 Action Range: See Text Target, Effect, Area: 20’ Duration: 5 rounds Saving Throw: No Spell Resistance: No With this spell, a normal ear of corn will begin to burst with popped corn, shooting all over. Those caught within the radius of the spell receive a -4 initiative penalty, their movement rate is reduced to 1/4, and all attack rolls are made at -2. Casters with somatic components to their spells suffer a 20% spell failure penalty. The material component of this spell is a dried ear of corn. Primal Scream Enchantment Compulsion [sonic] Level: Wch 5, Brd 5, Sor/Wiz 6 Components: V S Casting Time: 1 round Range: Touch Target, Effect, Area: 15’ radius per level Duration: 1 minute Saving Throw: See text Spell Resistance: Yes This spell is related to Shriek and Witch Wail. With this spell, the caster lets loose a scream of profound terror and sadness. Anyone within the area of effect must make a save vs. spells to avoid the effects. Creatures 5 hit dice/levels or lesser must succeed a fortitude save or take 6d6 points of sonic damage, fort save for half. Creatures greater than 5 hit dice/level take 4d6 points of damage or save for half. Anyone who fails their save is treated as if they were subject to a Shriek or Fear spell, suffering the -2 to attack rolls, armor class, and skill checks. In addition, this spell will shatter any glass or crystal object. Magical glass or glass-like creature are granted a Fort save to prevent taking 1d6 points of

Liber Mysterium: Magic damage per caster level (save for half) regardless of their hit dice. This spell can effect undead and any creatures that are unaffected by mind effecting spells. However they remain unaffected by the spell’s fear effects. Quick Sleeping Willing target falls asleep. Transmutation Level: Wch 0, Clr 0 Components: V S M Casting Time: 1 round Range: Touch Target, Effect, Area: 1 creature Duration: 8 hours or until woken up Saving Throw: None Spell Resistance: Yes This spell allows the caster to make a willing creature fall asleep in a single round. The spell will not work if used against an unwilling subject. The caster can cast this spell on herself, but obviously, this will be the last spell that she casts in that day. The material component of the spell is any caster ritual tool or a clerical holy symbol plus a bit of sand. Quick Wakening Target wakes up without drowsiness. Transmutation Level: Wch 0, Clr 0 Components: V S Casting Time: 1 action Range: Touch Target, Effect, Area: 1 Creature Duration: Instantaneous Saving Throw: None Spell Resistance: Yes Quick Wakening makes a creature wake up without being drowsy, and therefore being able to fight in just 3 segments without any minuses. The spell will automatically wake up any sleeping creature under the effect of normal sleep (not magical). The spell has no effect on magically sleeping creatures. The spell’s somatic component is that the caster has to clap her hands together.


Liber Mysterium: Magic Rite of Remote Seeing Transmutation Level: Wch 3, Sor/Wiz 3 Components: V S M Casting Time: 1 full round action Range: Touch Target, Effect, Area: Familiar Duration: 1 minute per level Saving Throw: None Spell Resistance: Yes This spell may only used on your own familiar. You and your familiar sit inside a magic circle while the spell is cast. The caster can now see through her familiar’s eyes. The scene is exactly how the familiar will see it so you must succeed a sense motive check DC 20 your caster level to understand what the familiar is seeing. Failing the check by more than 10 results in misinformation. You cannot hear what the familiar hears. The connection is limited to the maximum distance that the familiar can travel. You do not control the familiar, but only suggest where it goes. The familiar will never enter an area it considers too dangerous. If the familiar dies during the spell the caster will be unable to secure another one for a number of years equal to her own level. The material component for this spell is a piece of rose colored glass. Shriek Schreck Scream causes Fear Enchantment Compulsion Level: Wch 5, Sor/Wiz 5 Components: V Casting Time: 1 action Range: Touch Target, Effect, Area: 20’ Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes Shriek automatically (no save) causes fear (as per Fear Spell) in any creature 5th level/hit dice or less. Targets greater than 5th level/hit die can save versus spell for no effect. Targets greater than 10th level/hit die are completely unaffected. This spell can not effect constructs, undead, elementals or outsiders. The material component is a long scream by the caster. Shattering the Hourglass Transmutation Level: Wch 1 Components: V, S Casting Time: 1 Action

Range: Personal Target: You Duration: 10 Minutes/Level You can alter your appearance to appear as any age. You incur normal aging penalties to physical ability scores but not to mental ones. If the age chosen is very different from your true age, it grants a +5 bonus to disguise checks. Making yourself appear younger does not prolong your life, nor does making yourself appear older make you any closer to death. Silver Tongue Lie Enchantment Compulsion [Sonic] Level: Wch 1, Sor/Wiz 2, Brd 1 Components: V Casting Time: 1 Action Range: 50 ft Target, Effect, Area: Close (10ft.) Duration: 1 spoken sentence per 3 levels Saving Throw: Will halves bonus Spell Resistance: Yes This spell enables the caster to lie so convincingly that anyone within range will believe anything she says, unless of course their senses tell them otherwise. This spell grants a +10 bonus on a single charisma check, as long as what is said is limited to one sentence for every two levels. The material component of this spell is a holly berry, which juices must cover the surface of the tongue. Note: Using an intimidate check generally requires a single sentence “Give me the map or I’ll tear your eyes out”. Using a perform check to dazzle the audience with a song will create an extraordinary effect for the first few lines depending on the casters level, but the audiences interest fades after that. However, using this with a bluff check requiring multiple sentences makes things more complicated. Here’s an example. Example: Janix the 1st level Witch has broken into an alchemist’s shop when the town guard comes in. She casts Silver Tongue in hopes of getting out of the situation. “What are you doing?” (The spell takes effect) here. “Oh, I’m the new cleaning person” (bluff check= 10+Cha mod+ranks)(spell effect ends) “Oh yea, how long have you worked here? (bluff check=cha mod+ranks)” “Oh, just hired yesterday” “That seems awfully suspicious, who are you really?” If the wearer of a ring of truth is listening to you then the words of the lie are not heard, thus indirectly revealing the lie to the ring user.


Liber Mysterium: Magic Song of Discord Enchantment (Compulsion) [Mind-Affecting, Sonic] Level: Wch 5, Brd 5 Components: V, S Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Area: Creatures within a 20-ft.-radius spread Duration: 1 round/level Saving Throw: Will negates Spell Resistance: Yes

Spell Resistance: Yes The caster may cast this spell on herself or another, granting them the temporary servitude of a nature spirit. The spirit will function much the same as an Unseen Servant, carrying things, opening doors, and the like, but also has one additional benefit. Though the spirit of Avalon will not normally enter combat, should its master be knocked to the ground, rendered unconscious, or be otherwise incapacitated, the spirit will partially materialize and defend its master. The spirit has an armor class of 17 and 6d8 (32 Hit Points) hit dice, +4 to hit, and deals 1-12 damage (x2 crit) with a random weapon (damage and crit range are always the same, no matter what type of weapon is used.). The spirit will not enter the battle at large, only defending its master, and will dissipate should its master be slain. The material component of this spell is a piece of a standing stone.

This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round. Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Spiritual Dagger Evocation Level: Wch 4, Clr 5 Components: V S A Casting Time: 1 round Range: 20 feet

Sonic Blast Scream deals 2d4 sonic damage to those within 10’ + 1 per level. Transmutation [Sonic] Level: Wch 1, Sor/Wiz 1 Components: V S Casting Time: 1 action Target, Effect, Area: within 10’ +1’ per level of the Witch Duration: 2d4 rounds Saving Throw: Fort Save Partial (see text) Spell Resistance: Yes

Target, Effect, Area: Special Duration: 1 Hour / Level [D] Saving Throw: None Spell Resistance: Yes

This spell is directed through the caster’s athame and creates an invisible, spiritual dagger up to 10 feet away. The spiritual dagger acts like a normal dagger and is remotely controlled by the caster, so her own to hit and damage rolls apply. The spiritual dagger is treated as +1 dagger with respect to what creatures it can hit. The victim must be with in line of sight of the caster and within ten feet. The dagger attacks on it’s own and does not require you to concentrate on it’s movement. A spiritual dagger can move no more than 30 feet from the caster. Targets that can see invisibility can see the dagger normally.

The caster releases a shriek that causes 2d4 points of Sonic damage to anyone within range, deafening the targets for 1d6 rounds A successful Fort Save is allowed to avoid the secondary effects of deafness. Those who do save still take damage. Spirit of Avalon Conjuration Summoning Level: Wch 3, Clr 4 Components: V S M Casting Time: 1 round per level Range: Touch Target, Effect, Area: Special Duration: 10 turns / level Saving Throw: None

Spiritual Dagger: Fine Construct, AC 21 (+4 Fine, +4 Invisible, +3 Natural), Attacks: Stab (As base caster), Hit Points (1/4 caster maximum). Attacks: Stab (1d4+1) Fly 20 (perfect maneuverability) STR 10, DEX 10 CON --, INT --, WIS (as base caster), CHA --


Liber Mysterium: Magic Attacking the dagger while it is invisible incurs the normal 50% miss chance, in addition to hitting it’s Armor Class. The Arcane Focus for this spell is the caster’s Athame. Spirit of the Season Change in atmosphere slows elemental types. Transmutation Level: Wch 0, Drd 0 Components: V Casting Time: 1 Action Range: Emanates 10 ft from caster Target, Effect, Area: Self Duration: 10 minutes / level Saving Throw: Will Negates (harmless) Spell Resistance: Yes (harmless) When the spell is cast the witch must choose which season it will be. This spell causes creatures with the appropriate elemental descriptor to suffer a -2 penalty on their initiative roll. Winter Summer Spring Fall

Fire Frost/Water Air Earth

The air type and temperature within the radius of the spell moves towards the season it represents (summer will become warmer, fall will become dryer, etc.) Synthesis This spell heals a target by using light energy. Transmutation Level: Wch 1, Drd 1, Rgr 1 Components: V S M Casting Time: 1 Action Range: Touch Target, Effect, Area: A living creature Duration: 1 round per caster level (max 5) Saving Throw: Yes (harmless) Spell Resistance: Yes (Harmless) When in direct sunlight, the target will heal 1d4 points of damage each round, as long as they remain in sunlight. Unlike most cure spells, this spell will have no effect on undead creatures, though if cast on plants the effects are doubled. The material components for this spell is a leaf that is still green. Undead Destruction Necromancy Level: Wch 4, Sor/Wiz 6 Components: V S M

Casting Time: 1 round Range: 30 ft Target, Effect, Area: 1 HD of Undead / Level Duration: Instantaneous Saving Throw: See text Spell Resistance: Yes This spell allows you to attempt to destroy (and only destroy, not rebuke or turn) undead in the same way a good cleric would. You make a single turning check, using your relevant casting ability modifier instead of charisma modifier. You turn as a cleric of equal level to your caster level. You may never destroy an undead with an intelligence above 5, though you can destroy the standard number of hit dice spread out (at 10th level, you could destroy 10 hit dice worth of single HD skeletons and zombies, but you could never destroy a single vampire. The material component to this spell is a piece of a tombstone from a good aligned person’s grave. Undead Enslavement Necromancy Level: Wch 4, Sor/Wiz 6 Components: V S M Casting Time: 1 round Range: 30 ft Target, Effect, Area: 1 HD of Undead / Level Duration: 1 day per level Saving Throw: See text Spell Resistance: Yes This spell allows you to attempt to control (and only control, not rebuke, turn, or destroy) undead in the same way an evil cleric would. You make a single turning check, using your relevant casting ability modifier instead of charisma modifier. You turn as a cleric of equal level to your caster level. You may never control an undead with an intelligence above 5, though you can control the standard number of hit dice spread out (at 10th level, you could control 10 hit dice worth of single HD skeletons and zombies, but you could never control a single vampire. When the duration of the spell expires, the undead return to the same control they were under before you took control The material component of this spell is a piece of a gravestone from an evil aligned person’s grave. Unholy Steed Diabolic Steed, Demonic Steed Conjuration Summoning (Evil) Level: Wch 6 Components: V S M Casting Time: 10 Minutes Range: Special Target, Effect, Area: Special


Duration: 1 night. Saving Throw: None Spell Resistance: Yes This spell will summon 1 Nightmare to serve the caster for one night. The caster must be outside at night to begin the summoning. The nightmare will serve the caster as her mount till sunrise. At sunrise the Nightmare will return to the Nether Planes. The spell components for this spell are a pinch of sulfur and an old horse shoe. Wall of Roses Conjuration Creation Level: Wch 6, Drd 6 Components: V S M Casting Time: 1 round Range: 20 yards / level Target, Effect, Area: 100-sq. yards/level Duration: 7 days + 1 day / level Saving Throw: None Spell Resistance: Yes This spell calls into being an enormous wall of thorny rose bushes. A high level caster could effectively encircle a small city with such a wall, should she choose. The wall rises to a height of only ten feet, but is extremely effective in keeping land based creatures out. The roses are unaffected by non-magical burning, Any creature trying to force or hack it’s way through the roses will take 2d10 +1 per caster level points of damage to do so, as the vines tend to swing when disturbed and it is impossible to protect oneself against them. It takes 1d3+1 rounds to wade your way through the wall. Note that the wall will snake it’s way around pedestrians when forming, so you can not simply cast this spell onto an opposing army, slaying them all in one fell swoop. The material component of this spell is a single live rose blossom. Vertigo Causes the victim to have a feeling of vertigo Illusion Figment Level: Wch 1, Sor/Wiz 1, Brd 2 Components: V S Casting Time: 1 action Range: Touch Target, Effect, Area: 1 subject Duration: 1 round per level Saving Throw: Will negates Spell Resistance: Yes This minor hex causes the effected person to have a feeling of vertigo. The effected subject will feel that they are falling and their footing is unsure. Dizzied creatures suffer a -4 to their dexterity score, and must

Liber Mysterium: Magic make concentration checks for complex tasks (DC equal to spell DC). Vile Extension (Evil) Transmutation Level: Wch 9 Components: V S M Casting Time: 1 full hour Target, Effect, Area: Self Duration: See below This spell is one of the evilest spells in creation, and also one of the most useful. By means of casting this spell, you can actually permanently alter what your actual age is. Casting Vile Extension requires a ritualistic sacrifice of a virgin of the same sex as yourself, which takes place at the end of the spells casting time. Upon completion of casting the spell, the caster takes the same age as the target sacrificed. The normal penalties that the caster might incur for being of a particular age are negated, provided that the target was young enough for such bonuses. You still retain bonuses to mental ability traits. The material component is a live humanoid that has already been through puberty, and an athame.

Virgin Innocence Enchantment Charm [Mind Affecting] Level: Wch 2, Brd 3 Components: S M Casting Time: 1 Action Range: Close (25 ft + 5 ft per level) Target, Effect, Area: 1 Person Duration: 1 day per level Saving Throw: Will Negates Spell Resistance: Yes This charm causes the target to believe that the caster is completely innocent of a certain event or statement. The target is completely convinced of the caster’s innocence, and no amount of evidence will change that for the duration of the spell. The material component for this spell is a lock of hair of a virgin. If the caster is a virgin herself, her own hair will suffice for the spell. Wave of Mutilation Necromancy Level: Wch 6 Components: V S M Casting Time: 4 actions Range: Touch Target, Effect, Area: Cone 10’ +1 foot per level Duration: Instant


Liber Mysterium: Magic Saving Throw: Reflex Half Spell Resistance: Yes This spell sends out a cone of magical energy from your hand (or Athame). This energy cases all living matter to become twisted, cut, slashed or torn. The wave causes 12d6 points of damage to any within it’s area of effect. Undead, magical constructs and non-living matter are not effected. This spell uses a drop Pixie blood for it’s component. Witch Wail Enchantment Compulsion [sonic] Level: Wch 3, Sor/Wiz 3 Components: V S Casting Time: 1 Action Range: 10’ radius per level centered on caster Area: 1 or more creatures within the spell’s radius. Duration: 1 minute Saving Throw: See text Spell Resistance: Yes You let loose a mournful wail. Creatures with less than 5 hit dice must make a fortitude save or receive or receive 4d6 sonic damage, and then must make another will saving throw or come under the effects of a Scare spell. Creatures with more than 5 hit dice must make a fortitude save or take 2d6 points of sonic damage. Witch Writing Widdershins writing, left-handed writing. Illusion Pattern Level: Wch 3, Sor/Wiz 3 Components: V S A Casting Time: 1 Action Range: Touch Target, Effect, Area: One page of text Duration: 1 day/level Saving Throw: None Spell Resistance: Yes Witch Writing creates a disguised piece of writing whose true message can only be read under certain circ*mstances. You decide on what circ*mstances will reveal the true writing, and you also decide what the false writing is. Common choices for circ*mstances are as such: Script can only be read in normal moon light, can only be read on a full moon, the blood of a virgin or an innocent man must be dripped on the writing, a particular command word must be spoken, etc. You can affect a number of pages equal to your caster level. At the end of the duration, both the true writing and the false writings become illegible, though you can re-cast the spell indefinitely.

The arcane focus for this spell are a special dual tipped writing pen (or quill), which is not consumed and a special ink of lemon juice and silver dust, about 30gp per page. Withering Touch Crone’s Curse, Wretched Withering Necromancy Level: Wch 4, Clr 4 Components: S M Casting Time: 1 action Range: Touch Target, Effect, Area: Creature touched Duration: Instantaneous or 1 hour Saving Throw: Fortitude Halves Spell Resistance: Yes Upon casting the spell, roll 2d8. You can subtract this number of the targets strength and constitution points in any way as temporary ability damage. So if you rolled the maximum sixteen, you could subtract 16 total constitution points (killing most people), 16 strength (paralyzing most), or you could subtract any combination. This spell can be countered with Bounty. Youthful Vigor The target gains the vigor of youth. Conjuration Level: Clr 3, Drd 3, Wch 3, Fertility 3 Components: V S M Casting Time: 1 action Range: Touch Target, Effect, Area: One target Duration: 1 hour/level Saving Throw: None Spell Resistance: Yes (harmless) Often used during the celebrations at Beltane. This grants the recipient the vigor of someone of their race at the prime of their life. It grants a +2 to each Strength and Constitution and regenerates 1 hit point per hour. During the duration of the spell the subject does not need to sleep and feels well rested. The target needs to rest one extra hour for every hour spent under the effects of this spell, whether activity is used or not. Material Components: Special herbs or items known for their potency, such as powdered rhinoceros horn, marigold seeds gathered at midsummer’s eve, or mandrake root taken only during the dark of the moon. The material component needs to be ingested by the target.


Liber Mysterium: Magic Caster Level: 6th; Prerequisites: Craft Magical Arms and Armor, Astromancy

Magic Items Magic items are as much a part of witch’s history as are spells. Witches may use any magic items that are usable by arcane spellcasters. Certain magic items should be lessened in effect when used by a witch: some suggestions are as follows: magic items created by another witch and items that oppose the witch’s religion; such as a sphere of continual light by a witch of Hecate, or curing potions by witches of Lovitar. Other magic items should improve under the witch’s use. Most notable are Brooms of Flying and many types of potions and wands. Items that have sympathetic nature would also be improved by the witch’s use. In deciding which items are at a minus and which are at a plus keep in mind the witch’s coven, motives, deity and campaign. Also try to keep the relative power balanced. Listed below are new magic items that are either usable by witches or items created by witches. Some items were also created to discover witches and used by witch hunters. Unless specified the items may by used by any appropriate class.

Razor Burst: A Razor Burst weapon functions as a normal Biting weapon, except on a critical hit deals an additional 1d10. If the weapons critical multiplier is x3, add +2d10 points of bonus slashing damage instead, and if the multiplier is x4, add +3d10 points of bonus slashing damage. A Razor Burst weapon can only be slashing weapons. Caster Level: 12th; Prerequisites: Craft Magical Arms and Armor, Biting Blade or Phantom Lacerations

Specific Weapons Arrow, Witchfinder: This arrow when shot into the air will point in the direction of any witch within 200 yards. The arrow also confers a +1 to hit, but not damage to a witch. To all others it is a normal arrow. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, locate object; Market Price: 150 gp; Cost to Create: 75 gp + 10 XP. Athame +1, +3 Witchkiller This dire weapon is made from a common harmless witch’s athame to hunt and kill witches. It provides a +1 to normal attacks but against witches (hermetics, warlocks, and other classes in this book) it provides a +3. Caster Level: 10th; Prerequisites: Craft Magical Arms and Armor, a witch’s athame, Market Price: 8,000 GP, Cost to Create 8,000 GP + 160 XP

Weapons and Armor Weapon Abilities Market Price Special Abilities Modifier Biting Lunar / Solar Razor Burst

+1 +1 +2

Biting: A Biting weapons can only be used on a weapon that deals slashing damage. Biting weapons deal an additional 1d6 points of slashing damage on a successful attack. Caster Level: 10th; Prerequisites: Craft Magical Arms and Armor, Biting Blade or Phantom Lacerations Lunar / Solar: A Lunar or Solar weapon is a special weapon whose enhancement increases or decreases during the time of day. A Lunar weapon deals an additional 1d6 points of magical energy during the night, while a Solar weapon deals 1d6 magical energy during the day.

Blade of the Sun and Moon During the daytime, this longsword functions as a +2 flaming burst weapon. During the night, it functions as an icy weapon, with the additional ability that whenever it strikes a critical hit, the victim must make a will save DC 15 or come under the effects of a Sleep spell. Caster Level: 15th; Prerequisites: Craft Magical Arms and Armor, Astromancy, Sleep Market Price: 50,000 GP, cost to Create: 25,000 GP + 1000 XP


Liber Mysterium: Magic Dagger +1, Deep Sleep: This dagger appears as a normal dagger, a Detect Magic spell will reveal that it is a +1 dagger. The true nature of this dagger is revealed in combat. When ever and any time the dagger scores a hit and causes at least 1 point of damage the victim must make a Will save (DC 15) or fall into a deep sleep similar to a Sleep spell. The sleep lasts for 2-5 rounds. Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, sleep; Market Price: 5,000 gp; Cost to Create: 4,000 gp + 350 XP. Luna’s Bow: This appears to be a normal bow +2, except when used in direct moonlight it becomes a +4 bow, and deals an extra 2d6 against lycanthropes. Caster Level: 13th; Prerequisites: Craft Magical Arms and Armor, Moonbow Cost to Create: 50,000 GP, Cost to Create: 25,000 GP + 1000 XP

Specific Armors Blade Resistant Armor: This Leather Armor +1 provides damage resistance 4/+2 against slashing and piercing attacks only. Caster Level: 13th; Prerequisites: Craft Magical Arms and Armor, Blade Resistance Market Price: 18,000 GP, Cost to create: 9,000 GP + 360 XP Death Armor: This black leather armor +1 is often crafted by witches to be worn by the Witch Knights sworn to protect them. Anyone touching, through grappling or otherwise, the Death Armor receives 2d6 points of Acid damage. Death Armor’s acid effect is dormant when not being worn, so it can be put on without burning yourself. Caster Level: 8th; Prerequisites: Craft Magical Arms and Armor, Death Armor Market Price: 40,000 GP, Cost to create: 20,000 GP + 800 XP

Potions, Oils, and Powders Flying Ointment: This oily rub is made from the fat of a consecrated animal. The ointment is rubbed over the witch’s body and it allows her to fly as per the Fly spell. This potion can also be safely used by Earth Elemental witches. It is noted that many non-witches believe that witches actually use rendered babies to make this potion adding to the distrust of witches. Caster Level: 4th; Prerequisites: Brew Potion, fly, spellcaster level 3rd+; Market Price: 250 gp. Lethe Potion: This potion will cause a person to forget the events of the last hour. A Remove Curse or Heal spell will return the lost memory. Caster Level: 5th; Prerequisites: Brew Potion, Lethe, spellcaster level 5th+; Market Price: 200 gp.

Oil of Death Armor: Created and used by powerful necromancers and warlocks. This oil is rubbed onto the user’s body. Anyone touching the user with bare skin must save vs. Death or take 2d4 points of damage (save negates). This spell lasts a number of rounds equal to 2d6. Many Goddesses could consider use of this potion evil. Caster Level: 3rd; Prerequisites: Brew Potion, death armor, spellcaster level 3rd+; Market Price: 300 gp. Potion of Magic Resistance: This rare potion will confer a magic resistance of 10-40% (1d4x10) for an equal number of rounds (1 to 4). Caster Level: 5th; Prerequisites: Brew Potion, magical circle or protection, spellcaster level 5th+; Market Price: 100 gp + 50gp times strength (1 to 4) Powder of the Pentagram: This magical powder can used to make more powerful magical circles. Magical circles created have bonus +4 added to the spell’s Magic Circle against Evil/ Good/ Chaos/ Law/ Fire/ Earth/ Air/ Water effects. The powder can only be used once per magic circle. A pouch will contain enough for 2 to 5 (1d4+1) such circles. Caster Level: 5th; Prerequisites: Brew Potion, Craft Magical Circle; Market Price: 500 gp. Sky Clad Oil: This oil is rubbed on the body to protect the user from the elements while sky-clad (nude). The oil is only effective on bare skin. The user can survive temperatures of -60 degrees to +200 degrees Fahrenheit, but only when uncovered. Any part of her body covered by clothes will not receive the magical protection. Any other class can use this oil, but witches are very secretive about its nature (reflected in the price). This oil can also safely used with any other type of body potion or oil, in particular Flying Ointment. The oil’s effects last 6 hours, typically midnight till dawn. Caster Level: 1st Venefica (3rd for all others); Prerequisites: Brew Potion, endure elements, spellcaster level 1st+; Market Price: 200 gp.


Talismans can have any spell of third level or lower. The talisman can be made of paper, wood, clay or even metal. Often they are worn and kept till evoked. To evoke a talisman takes one standard action and the effects are instant. The command word or gesture to evoke the talisman is often inscribed on the talisman itself. Unless otherwise noted a talisman can only be used once. Dizzying Talisman: This appears to be a normal talisman. Once per day it can be used to create a large, swirling motion of colors directly above the wearer. Anyone who views the swirling must make a will save


(DC 11) or come under the effects of a Vertigo spell as cast by a 5th level sorcerer. Caster Level: 8th; Prerequisites: Craft Talisman, Vertigo Market Price: 1,500 GP Hand of Fatima: A small brass talisman in the shape of a hand. Provides protection against any evil spell or spell like effect directed at the wearer, in particular the evil eye. Caster Level: 2nd; Prerequisites: Craft Talisman, Protection against Evil; Market Price: 200 gp. Isis’ Talisman of Protection: This talisman confers a +1 protection bonus to saves and AC. Effects last as per level of creator. This talisman is usually in the form of a fine crafted gold ahnk. Caster Level: 3rd; Prerequisites: Craft Talisman, bless; Market Price: 500 gp. Talisman of Good Luck: This talisman is one of the most often found. This minor magic item provides +1 to any single roll. The talisman must be invoked before the action is taken (before the roll is made). Typically luck talismans are in the form of a four-leaf clover, a rabbit’s foot, a horseshoe or a copper coin. Any other small item maybe use. The item is not consumed in the invocation. Caster Level: 1st; Prerequisites: Craft Talisman, bless; Market Price: 100 gp.

Liber Mysterium: Magic Pentacle Rod: This magic item usually has a pentacle or an inverted pentacle at the end. All pentacle rods have an alignment. Three times per day, this rod can spout a ray that casts Grasp of the Endless War as if cast by someone of the alignment of the wand. Anyone not of the alignment of the rod (within one step) has the spell cast against them each time they attempt to use the rod. For instance, a neutral good person using a chaotic good rod would be fine, but not a chaotic good person using a lawful neutral rod. In this instance the spell does not affect the intended target, nor does it harm the user. A pentacle rod is always the alignment of the creator. Caster Level: 5th; Prerequisite: Craft Rod, Grasp of the Endless War Market Price: 4,500 gp. Rod of Witch Detection: Favored by witch hunters of all sorts. This rod will determine if someone is a witch. The wand will grow warm in the presence of a witch or warlock. The rod will be able to identify 3d6 witches, regardless of alignment. When using this in conjunction with reading warlock signs or spot checks the rod adds a +10 to the user’s ability to discover a witch or a warlock. Caster Level: 10th; Prerequisites: craft rod, locate object; Market Price: 20,000 gp.

Staffs and Distaffs Few items are associated with women as the distaff. The distaff is used to hold wool or flax when spinning thread. It is longer than the typical wand but usually shorter than the average staff. Typically 2’ to 4’ long. The top is usually crowned to hold the material for spinning, but some are also flat with a rough surface. A witch can opt to use a distaff instead of a staff, since there is nothing out of the ordinary of a woman carrying a distaff, but a staff might draw attention. Production requirements and costs for a magical distaff are the same as for a staff. The differences in size and amount of materials is offset by the rarity of magical distaffs. Otherwise any magical staff might be used as a magical distaff. The exception of course is the Staff of the Warlock which will never be found in distaff form. Of course certain female warlocks might create one of their own.

Talisman of Protection Against Conception: Even in historical times there were means of birth control practiced, this is one of the magical ones. Worn by tantric witches during their worship pratices, witches during the rites of Beltane or any woman that wishes to prevent an unwanted pregnancy. The talisman provides protection for one full lunar month (one moon phase to the next) then it becomes inert. This is if the talisman is used or not. Mundane (non magical) pregnancies are completely blocked and magical ones (via a fertility spell) give a +1 to any saves. The price is comparatively low due to the high demand for these. Since they only last one month regardless of if it is used or not the materials are often not the highest quality. Also an owner can return to the witch to have the talisman “recharged” at the same price. Note: A lot of these talismans are sold that are completely useless. Only the witch’s reputation, or the ability to detect magic, can one be sure. In places where witchcraft is outlwaed possession of these talismans is also considered a crime. Caster Level: 6th; Prerequisites: Craft Talisman, Any Fertility domain spell; Market Price: 50 gp.


Staff of the Blade: This metal


Liber Mysterium: Magic staff is actually crafted to look like a greatsword. However, the blade is dull and can only deal 1d6+1 bludgeoning damage when wielded as a weapon. It allows use of the following spells. Phantom Lacerations (1 Charge) Dreadful Bloodletting (2 Charges) Wave of Mutilation (2 Charges, DC 16) Caster Level: 12th; Prerequisites: Craft Staff, Phantom Lacerations, Dreadful Bloodletting, Wave of Mutilation Market Price: 31,000 GP Staff of the Warlock: Similar to the legendary Staff of Power, but only effective in the hands of warlocks. Some of its powers drain charges, while others do not. The following powers can be used draining one charge per use. · Produce Flame · Detect Magic · Light/Darkness These powers will drain two charges per use. · Cone of Cold (15d6, DC 15) · Fireball or Lightning Bolt (one or the other, 10th level, 10d6, DC 17) · Hold Monster (DC 14) · Invisibility The staff adds +2 to the warlock’s saving throws against spell based attacks. The staff can not absorb wizard spell energy and must be recharged by the warlock himself. The staff is also capable of acting as a QuarterStaff +2. Unlike a staff of power, the Staff of the Warlock has no retributive strike. Breaking a Staff of the Warlock destroys the staff beyond repair. Caster Level: 15th; Prerequisites: Craft Staff, Craft Magical Arms and Armor, Heighten Spell, continual flame, lightning bolt or fireball, cone of cold, hold monster, invisibility; Market Price: 150,000 gp.

Wondrous Items Bell of Opening: A bell of opening is a silver bell. It is similar in nature to the Chime of Opening. When struck, it sends forth magic vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. The chime of opening also automatically dispels a hold

portal spell or an arcane lock cast by a wizard of less than 10th level. The bell must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking. A silence spell negates the power of the device. A brand-new chime can be used a total of 50 times before it cracks and becomes useless. Caster Level: 10th; Prerequisites: Craft Wondrous Item, knock; Market Price: 2,000 gp; Weight: 1 lb. Broom of Flying, Greater: This broom is in all respects the same as a Broom of Flying, save is can carry a total of 500lbs. Caster Level: 11th Prerequisites: Craft Wondrous Items, Fly, Permanency. Market Price: 17,000 GP Weight: 3.5 lbs. Broom of Flying, Speed: This broom is designed for speed and maneuverability. It can fly at a speed of 120 feet and has a maneuverability of perfect. Otherwise it is the same as a normal Broom of Flying. Caster Level: 12th Prerequisites: Craft Wondrous Items, Fly, Haste, Permanency. Market Price: 18,000 GP Weight: 2.5 lbs. Broom of Protection: This broom appears to be an ordinary witch’s besom or other mundane broom. It’s magic is revealed when the witch uses it to sweep. This broom provided protection as a Sanctuary spell when the witch sweeps a clockwise circle around herself and others. The effects last five rounds and may be repeated 3d6 times. Caster Level: 5th Prerequisites: Craft Wondrous Items, Sanctuary. Market Price: 500 GP Weight: 1 lbs. Coat of Darkness: This black coat provides a +4 bonus to hide checks, and once times per day can cast Intangible Cloak of Shadows on the wearer. Caster Level: 8th; Prerequisites: Craft Wondrous Items, Intangible Cloak of Shadows Market Price: 1,500 GP


Dowsing Stick: This appears to be a normal stick that could be used for a Dowsing spell. It can cast dowsing at will. Caster Level: 3rd; Prerequisites: Craft Wondrous Items, Dowse Market Price: 300 GP Earrings of Timeless Beauty: These earrings are usually very elegant and decorated. The wearer of these earrings is granted a +6 bonus to seduction checks, and a +2 bonus to all other charisma based skills. Caster Level: 4th; Prerequisites: Craft Wondrous Items, Beguile, Glamour Market Price: 900 GP Hand of Glory: This was a right hand of a murderer that was severed while the corpse was still hanging from the gallows. This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). When the hand was ready, candles were fitted on it between the fingers. These were called the “dead man’s candles” were made from another murderer’s fat, with the wick being made from his hair. Another method of curing the severed and dried hand was to dip it in wax. After this process the fingers themselves could be lit. If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it him or herself, and it does not count against the wearer’s two-ring limit. The hand can wear only one ring at a time. Even without a ring, lighting the hand itself allows its wearer to use daylight and see invisibility each once per day. The following phrase is spoken to invoke the hand: “Let those who rest, more deeply sleep; Let those awake their vigils keep. Oh, Hand of Glory, shed thy light And guide us to our spoil tonight.” Caster Level: 9th; Prerequisites: Craft Wondrous Item, daylight, detect invisibility, animate dead; Market Price: 7,200 gp; Weight: 2 lb. Sandals of Air Walk: These sandals hover slightly off the ground, just as though the wearer had the spell Air Walk cast on them. Caster Level: 6th; Prerequisites: Craft Wondrous Items, Air Walk Market Price: 1,000 GP Scrying Crystal: A crystal suspended on a silver chain can be used by a witch to scry. The chain is spun and the crystal is dropped on a map or an Ouija like board to spell out answers. Magical scrying crystals add to the level of success. Caster Level: 6th; Prerequisites: Craft Wondrous Items, Air Walk Market Price: 1,000 GP

Liber Mysterium: Magic Voodoo Doll: This doll is usually crafted to vaguely resemble a particular person, though it can be altered to resemble someone else after it’s creation. If a personal item is attached to the doll (for instance, the targets ring, or a lock of the persons hair), the Voodoo doll can be used to cast Ghostly Slashing as a first level sorcerer on the target once per day, regardless of the distance between the target and the user. A person may only be the target of one Voodoo doll at a time. You may not make yourself the target of a Voodoo doll in order to make yourself invulnerable to other dolls. Caster Level: 5th; Prerequisites: Craft Wondrous Item, Ghostly Slashing; Market Price: 1250 gp.

Books, Manuals, & Tomes Book Cover, Magical: This leather looking book cover will grow or shrink to fit any size book. One place on the book the cover provides +1 magical protection to the book. Caster Level: 1st; Prerequisites: Craft Wondrous Item, any protection spell; Market Price: 500 gp. Book of Shadows, Magical: Designed for a witch to record her spells. The book can only be opened by that witch or any she invites to open it. If lost the book will act as if a Locate Object spell was cast on it, allowing the witch to find it. The book is flame proof and has a +2 protection bonus to any saving throws to prevent the destruction of the book. Caster Level: 2nd; Prerequisites: Craft Wondrous Item, locate object; Market Price: 1,000 gp. Weight: 3 lb. Masters Astronomy Book: This book’s only value is that it records the placement of astronomical objects, and records them into the book. A person with ranks in Profession: Astrologer can use the book to look up any bit of information since the book’s creation. The book’s information is 100% accurate, providing a +5 bonus for readings with the Astrology skill. It can record a near infinite amount of information (up to 1000 years), but only records the placement of objects starting at the date it was created. Finding an old elf’s Masters Astronomy Book is often quite a happy day for a professional astrologer. Witch covens often have a Masters Astronomy Book that may be hundreds, even up to a thousand years old. Covens of elven witches may own series of books, dating in total to eons ago. Caster Level: 3rd; Prerequisites: Craft Wondrous Items, Market Price: 1000 GP + 100 GP for every year old the book is. Manual of Druthers: A druther is a special type wooden golem that a witch can create. The druther costs only about 1,000 GP to create and can take any form as long as it is all wood. The druther can be carved from wood


Liber Mysterium: Magic or it can be made of wooden twigs and boards attached together. Creation time takes one month. Once the druther is finished the writing fades and the book is consumed in flames. When the ashes of the manual are sprinkled upon the druther, the figure becomes fully animated. The user of the manual needs to be of 10th or higher level. To use the manual of druthers, you must succeed a caster level check DC 20. Note: Druthers are extremely flammable. Any fire-based attack will always cause double the amount the damage. Any cold-based attack does no damage. See Chapter 7: Bestiary for more information on Druthers. Caster Level: 10th; Prerequisites: Craft Wondrous Item, minor creation; Market Price: 3,500 gp. Page, Magical: This blank page can be inserted into any mundane Book of Shadows or Book of Law. It confers +1 magical bonus to saving throws to the book. Also, twice the amount of text can be recorded on the page. Typically the witch will record something begin on the page while the true text is hidden underneath. Up to 10 such pages may be added to any one book. Caster Level: 1st; Prerequisites: Craft Wondrous Item, any protection spell, witch writing; Market Price: 500 gp.

Metamagical Thaumaturgic Circle: Any spell cast within a Metamagical Thaumaturgic Circle is blessed with the appropriate metamagic feat. Only 3 spells per day can be blessed as such. Caster Level: 15th + 1 per level for every additional level of preparation normally needed; Prerequisites: Craft Magic Circle, the appropriate metamagic feat. Octogram of Binding: Unlike other Magic Circles, the crafter does not stand within the magic circle. Rather, any outsider that is either summoned into the circle (Through a Summon Planar Ally spell or otherwise), or has had the circle created around them, may never leave the circle, or disrupt the circle in any way. Also, spells or natural abilities may not extend beyond the circle, nor may they harm anyone outside the circle in any way, until the circle is either disrupted or the creator of the circle chooses to release them. Caster Level: 9th; Prerequisites: Craft Magic Circle, Dismissal

Permanent Magic Circles Some Magic Circles’ only affect their creator. A caster with the Create Magic Circle feat can assume the position of creator to an already existing magic circle by expending the experience points normally necessary, though the actual crafting of the magic circle is negligible. Creating a magic circle costs 100 xp for every 5’ diameter the circle, regardless of material, plus an additional 20 XP for each caster level required to create the circle. The time it takes to craft a magic circle is often dependent on what was used to create it. Placing the final enchantments on the circle takes 1 minute per foot in its diameter. So if the witch were to create a 20’ long Thaumaturgic Magic Circle out of tile in her home, it would require an 860 xp sacrifice, and would take 20 minutes to enchant, plus the time it actually took to craft the magic circle out of tile. Hexagram of Protection: When the caster is standing within a Hexagram, she grants damage reduction equal to her own wisdom modifier to herself and all allies. Caster Level: 7th; Prerequisites: Craft Magic Circle, Aid Inverted Pentagram of Harming: All harming spells cast within an Inverted Pentagram of Harming are cast at +2 caster level. Caster Level: 5th; Prerequisites: Craft Magic Circle, Inflict Moderate Wounds

Octogram of Protection: Anyone standing within an Octogram of Protection is protected from outsiders of a particular type, chosen by the crafter when the circle was created. Under no circ*mstances can the outsider interfere or otherwise harm those standing within the circle, nor can they enter or disrupt the circle on their own. Roll 1d12 to determine the type of Octogram of Protection found. 1-3 4-6 7 8 9 10 11 12


Protection against Good Protection against Evil Protection against Chaos Protection against Law Protection against Air Protection against Earth Protection against Fire Protection against Water

Liber Mysterium: Magic depending on which type of energy you wish to empower.

Caster Level: 7th; Prerequisites: Craft Magic Circle, Magic Circle Against a specific alignment Supreme Octogram of Protection: This magic circle functions just like an Octogram of Protection, except that it extends to all creatures with the noted alignment, not just outsiders and elementals. Caster Level: 14th; Prerequisites: Craft Magic Circle, Magic Circle against Good / Chaos /Evil / Law

Magic Candles

Magic candles must be burned to to activate their magic. Some require a certain amount of time to be lit and then their magic takes effect, other must burn for a time and then their magic takes effect when blown or snuffed out. Candles are created using the Craft Magic Candle feat.

Octogram of Neutrality: Anyone standing within an Octagon of Neutrality gains spell resistance equal to the crafter’s caster level x2 versus arcane magic. Divine Magic is not affected by this. Caster Level: 9th; Prerequisites: Craft Magic Circle, Dispel Magic

Black Candle of Negativity Removal: Anyone who stays near a Black Candle of Negativity Removal for more than 15 minutes comes under the affect of a Calm Emotions spell (no save). Prerequisites: Craft Magic Candle, Calm Emotions. Caster Level: 4th; Market Price: 800 GP

Pentagram of Healing: All healing spells cast within a Pentagram of Healing are cast at +2 caster level. Caster Level: 5th; Prerequisites: Craft Magic Circle, Cure Moderate Wounds

Blue Candle of Health and Well Being: Anyone near a Blue Candle for 8 hours or more can have the spell Remove Disease on them. Caster Level: 10th; Prerequisites: Craft Magic Candle, Remove Disease. Market Price: 3,000 GP

Thaumaturgic Circle: When the crafter is standing within a thaumaturgic circle, she casts all her spells at +1 caster level. Caster Level: 3rd; Prerequisites: Craft Magic Circle, Bless

Candle of Truth: This candle, when burned, calls into place a zone of truth spell in a 30-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined. Caster Level: 5th; Prerequisites: Craft Wondrous Item, zone of truth; Market Price: 2,500 gp; Weight: 1/2 lb.

Thaumaturgic Circle of Teleportation: This Magic Circle is actually two different magic circles. Anyone who steps within the circle and speaks a command word (or any other requirement that the creator designates), they are instantly teleported to the other circle. The XP cost of creating a Thaumaturgic Circle of Teleportation is only the cost of creating a single magic circle. Caster Level: 12th; Prerequisites: Craft Magic Circle, Teleport Without Error

Crimson Candle of Courage and Protection: Anyone who stays near a Crimson Candle of Courage and Protection receives the effect of an Emotion Hope spell, but with its effects doubled. Prerequisites: Craft Magic Candle, Emotion. Caster Level: 10th; Market Price: 3,000 GP

Triangular Circle of Energy: When casting a spell or using a natural ability that deals damage of a particular type of elemental energy (Electric, Acidic, Fire, or Frost) while standing within a triangular circle of energy, that type of energy deals double damage. Furthermore, those standing within the magic circle receive double damage from a particular type of energy, as noted below. Electricity Acid Fire / Heat Frost Caster Level: 12th; Prerequisites: Craft Magic Circle, Chain Lightning, Cone of Cold, Wall of Fire, or Cloudkill,

Emerald Candle of Growth: Anyone or anything near an Emerald Candle of Growth for more than 15 minutes has the spell Bless Growth cast on them, except the effects last for 24 hours only. This can include plants, people, or potential mothers. Prerequisites: Craft Magic Candle, Bless Growth. Caster Level: 7th; Market Price: 2,100 GP


Liber Mysterium: Magic Lemon Candle of Freshness: This candle will cleanse an area as per the spell cleanse. The number of beings effected will be per the level of the caster (typically 7th). Prerequisites: Craft Magic Candle, Cleanse. Caster Level: 7th; Market Price: 2,100 GP Orange Candle of Innocence: The user must stay near an Orange Candle of Innocence for at least 8 hours. The next day, 2d6 people come under the effects of a Virgin Innocence spell (Will Save DC 15) for a single thing that the user wishes. Prerequisites: Craft Magic Candle, Virgin Innocence. Caster Level: 12th; Market Price: 3,600 GP Peach Candle of New Beginnings: A Peach Candle of New Beginnings can be lit alongside a dead body. It must remain lit for at least 8 hours. After 8 hours, the body is resurrected; however, the person affected will have no memory of her previous life. Such people retain their class abilities, except those related to alignment. In a sense, they a born anew, and the target will need to relearn all the things about the world. Nothing short of a Wish spell can restore their memory. Prerequisites: Craft Magic Candle, Raise Dead, Lethe. Caster Level: 18th; Market Price: 8,000 GP Red Candle of Love: Anyone who stays near a Red Candle of Love for more than 15 minutes develops a strong sense for their own life and their loved ones, bestowing an effect identical to both the Emotion: Hope and Emotion: Friendship spell. Prerequisites: Craft Magic Candle, Emotion. Caster Level: 12th; Market Price: 3,600 GP Scarlet Candle of Lust: Anyone who is near a Scarlet Candle of Lust for more than 15 minutes must succeed a saving throw vs. DC 15 or become Beguiled to the user, as per the spell. Prerequisites: Craft Magic Candle, Beguile. Caster Level: 8th; Market Price: 2,400 GP Sun Candle of Wisdom: The user must stay near the Sun Candle for at least 8 hours. Once this duration has passed, the next day the user is granted +5 bonus to sense motive checks. Prerequisites: Craft Magic Candle. Caster Level: 7th; Market Price: 2,100 GP Teal Candle of Awakening: A Teal Candle of Awakening is burnt while sleeping. While sleeping, you gain a +5 bonus to listen checks to wake up. Prerequisites: Craft Magic Candle. Caster Level: 5th; Market Price: 1,500 GP Violet Candle of Knowledge: A violet candle of Knowledge is usually burned while researching. It grants

a +4 bonus to any Knowledge checks done while researching. Prerequisites: Craft Magic Candle. Caster Level: 8th; Market Price: 2,400 GP White Candle of Healing: The user must be near a White Candle of Healing for at least 8 hours before hand. The user’s Healing spells cure additional 1d4 points per spell level. Prerequisites: Craft Magic Candle, Cure Moderate Wounds. Caster Level: 10th; Market Price: 3,000 GP Yellow Candle of Clarity: When scrying near a Yellow Candle of Clarity, the user gains a +10 bonus to Scry checks. Prerequisites: Craft Magic Candle. Caster Level: 7th; Market Price: 2,100 GP

Magic Cords

Magic cords are typically woven strands of fibers, flax, hemp, threads or yarn. Their magical effect comes when they are tied, either in a knot or around something. Magical cords maybe produced by the Craft Magic Cords feat. Cingulum: This nine-foot long cord in often worn around the waist as a belt. Magical varieties confer +1 to +5 luck bonuses to AC. The material to make this cord maybe anything the witch has on hand (leather, hemp rope, cotton, silk) but the manufacture must be of high quality. The cingulum typically has a number of knots equal to its bonuses. The magic does not become active till it is wrapped around the waist and knotted. Bonus +1 +2 +3 +4 +5

Caster Level 2nd 4th 6th 8th 10th

Market Price 1,000 gp 2,000 gp 3,500 gp 5,000 gp 7,000 gp

Prerequisites: Craft Magic Cord. Any protection spell, Bless. Caster level: 2nd to 10th Market Price 750 gp per caster level. Cord of Binding: Made with items from the person to be bound. Once the cord is made the witch needs to tie the items into the cord (typically hair or cloth) three times. The intended victim is treated as if under a Geas. Prerequisites: Craft Magic Cord. Geas. Caster level: 12th Market Price 20,000 gp. Handfasting Cord: Made of three separate cords, one each made by the couple to be married, the other by the witch. Once tied around the couple’s hands they are treated as if they have a Bless spell on them for a year


and a day as long as they are within eyesight of each other. Prerequisites: Craft Magic Cord. Bless. Caster level: 10th Market Price 5,000 gp. Happiness Cord: A minor cord, this is usually a length of thin rope decorated with beads. Once invoked provides the effects of a Bless spell. Prerequisites: Craft Magic Cord. Caster Level: 1st; bless; Market Price: 100 gp. Witch Knot: This cord is made of woven plant material seem simple at first but this cord can hold up 3 to 8 levels (1d6+2) of witch spells. The witch casts her spell into the cord and ties it up in a knot. To release the spell the knot is untied or cut. Cutting the cord does render it useless for futer uses. Prerequisites: Craft Magic Cord. Caster level: 1st Market Price 1,500 gp + 100 GP per level of spells cast into the cord. Witch Stone Cord: This cord holds naturally occurring “witch stones”, stones that have naturally occurring holes in them. For every stone collected and enchanted the cord provides a level of protection against hostile magic. Prerequisites: Craft Magic Cord. Caster level: 1st Market Price 1,500 gp + 500 GP per stone on the cord.

Cursed Items

Evil witches are well known for their curses. In has been postulated by many sages that the abundance of cursed items to be found are a result of vengeful witches. Witches often counter that this is nothing more than rumor and more slander against them.

Broom of Animated Attack: This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use. If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the face with the straw or twig end and beating him with the handle end. The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, 18 hit points, and hardness 4. Caster Level 10th; Create Wondrous Item, fly, animate objects; Market Price 5,200 gp. Broom of Flying, Cursed: This broom appears as any other magical or mundane broom. That is until a witch

Liber Mysterium: Magic (no other class) attempts to ride it. The broom then takes off in any random direction at top speed as per a Broom of Flying. The only way to stop it is to cast a Remove Curse. If the witch riding attempts to cast she is under normal restrictions to cast while mounted plus an extra –2 to cast. Caster Level 9th; Craft Wondrous Item, bestow curse, overland flight, permanency; Market Price 7,000 gp; Weight 3 lb.


Powerful witches make power magic items. Some are so well known or infamous that they have become legends.

BabaYaga’s Hut: The legendary abode of the witch Baba Yaga has appeared in various tales over the years. And predictably, the details have varied over the years. Baba Yaga often herself lies and spreads rumors of the Hut’s abilities. The hut appears as a small, 15’ by 15’ by 10’, windowless and doorless Izba made of logs with a thatched roof. It stood on two (sometimes three) giant chicken legs, and spun rapidly in a yard that contained her geese and horses. The hut was surrounded by 11 skull-lanterns on poles with a 12th pole standing empty. The hut could spin faster than any person could run and if someone managed to grab on it would fling them of into the woods. Getting inside the hut was a secret only Baba Yaga knew. She could will it to stop spinning and open it up, but other times it took the use of a command in folk magic to get the hut to obey; usually something like, “Hut, hut! Still you should be, with your back to the forest and your door to me!” Inside the hut was much larger than the outside, at least 10 times greater. Also no one could leave the hut unless Baba Yaga willed it, this includes the souls of the dead. Occupants inside were immune to all magical effects from the outside. The hut is known to have the following powers, all are at caster level of 20. Movement. The hut could travel over any land terrain or water at speeds of 60 feet. It could not fly, but it could go up shear cliffs and mountains or over seas. Protection. The hut has protections against all forms of magic, psionics and environment. In each case the proper protection spell is used at 20th level spellcaster. Magic effects are also hampered inside the hut. Spells cast within the confines of the hut have their DCs increased by +5. Travel. In edition the travel over land the hut could become Ethereal or Astral when needed. In every case Baba Yaga could invoke these powers by will. Others will need to learn the folk magic command phrases in order to use the powers.


Liber Mysterium: Magic Semi-Sentient. The hut is semi-sentient. Not truly alive, it does have an awareness about itself. It mimics Baba Yaga’s personality in that attempts to lure people to it and it then spirits them off to Baba Yaga who will decide what to do with them. Usually it is a split between putting them to work or eating them. Other times the hut stays in possession of someone for a much longer time before disappearing again. It is rumored that the mage responsible for the Tiny Hut spell was in possession of Baba Yaga’s hut for years. Caster Level: 20th; Weight: NA. Baba Yaga’s Mortar and Pestle: The Hungry witch is known not only for her famous abode, but for her rather unique means of travel. Baba Yaga can travel about the forest in a large mortar and pestle. She sits in the mortar, steers with the pestle and sweeps up her tracks with her broom behind her. This way she can travel over any surface, including water, but not air. The mortar and pestle’s only power is it’s speed and it travels at a blinding 120 feet. At this speed most spells are at an increased +5 to affect the person driving the pestle and AC is increased by +12. Within the pestle the driver also acts as if they had a metamagically

heightened haste spell cast on them. Only one person may sit in the mortar at one time. Caster Level: 20th; Weight: 200 lbs. The Sampo: In the epic Finnish myth, the Kalevala, the Sampo is a precious object, a magical mill that grinds out meal, salt and gold. There is more than one Sampo, but no more than one ever appeared at one time. The great smith Seppo Ilmarinen, friend to Väinämöinen, knew the secret to making one, but he seems to be the only one, and the one he made was destroyed in a battle with the great witch Louhi. Väinämöinen claims that he will one day bring a new Sampo to his people. The Sampo can create ten pounds of meal, one pound of salt or 100 gold pieces per hour for anyone that knows the command words. The Sampo is sought after so much because there is no end to amount of items it can make. Due to its magical nature, the Sampo is very rare and wildly sought after. Characters that gain possession of one my find themselves with an endless supply of trouble as well. Caster level: 19th; Weight: 500 lbs.


Liber Mysterium: Bestiary

Chapter VII: Bestiary “Whoever fights monsters should see to it that in the process he does not become a monster. And when you look into an abyss, the abyss also looks into you”. Friedrich Nietzsche, Thus Sprach Zarathrusa “Here there be monsters”. Warning on maps of the edge of the world


itches have graced the pages and stories of fantasy and myth for ages. Along with the witches have come creatures. Some have been seen as allies to the witches, others have been the creations of witches, and still others are seen as associated with witches, for good or ill. Adding these monsters to the game will provide a backdrop for the witches to work against.

Using Monsters in Your Campaign

As in any game, monsters are designed to add a challenge to player characters. Some of these monsters are from the literature of the Faerie Tradition. GM’s should add them to the same areas that Faerie Witches are found. Others, such as the Earth Troll, have had long associations with the witch.

Monster Types

For better or worse, witches have always been associated with various monsters. Many of the signs that one might be a witch are also the same that one might be a vampire or a fey. The Mara coven certainly lend credence to this stereotype, but Lorelei do as well since they are often accused of being Banshees. Witches are believed to be in league or have dealings with various demons and devils as well. This section presents monsters for use in the worlds that the witch is likely to inhabit or that have dealing with witches.


The witch has access to spells outside the normal scope of wizards and clerics. Some of these spells can allow the witch to create cross-breeds of a strange nature. Some, such as the Batlings, are a benign race that has bred true. Others are abominations like the Owl Bear.

For whatever reason the witch chooses to create these new monsters they have been linked to witches forevermore.


The various members of the faerie races are known as the Fey and they have had a long a varied association with witches over the years. This association is not just with the Faerie Tradition, but with all witches in general. Most often it is believed that the witch’s familiar is a shape-shifted faerie.


Hags and witches have often been confused with each other, or believed to be in some sort of alliance. This is just another example of deceptive appearances. While hags do gather in Coveys and witches gather in Covens, there is no reasoning to believe that the two are related, except semantically. Of course Hags are highly intelligent and magical beings, and if it is to their advantage to form an alliance with a witch, then she will do so. It is important to remember that all hags are evil and despise all of humanity and ultimately work to humanity’s destruction. No good aligned witch would ever be associated with a hag. The Makava, or Wood Hag, is most often accused of confusing the populace into think that hags are a type of witch and vice versa. There is however an ancient Teutonic goddess known as Holda, or sometimes Holga, that is said to be the Goddess of both witches and hags. Hags may advance as witches. Hags also have access to many of the skills, feats and spell presented in this book. Any hag listed elsewhere is also assumed to have the Ritual Casting and Knowledge (Witchcraft) skills.

Monsters from Other Sources

Monsters have always been associated with witches, either as familiars or other antagonists in “fairy tales”. Many good and neutral aligned witches befriend many of the creatures of the forest or their locale to aid them. This is especially true for witches of the Faerie Traditions. Evil witches and warlocks associate with many humanoid monsters and undead creatures. Other monsters, such as the Lamia and the Penanggalan are believed to be or have been witches in a former life.


Liber Mysterium: Bestiary

Batlings Small Fey Hit Dice: 1d6+1 (5 hp) Initiative: +4 Dex Speed: 10 ft., fly 30 ft. (perfect) AC: 20 (+4 dex, +3 size, +3 Natural) Attacks: Unarmed +2, +2 Damage: Unarmed 1d4, small sword 1d6 Face/Reach: 1 ft. by 1 ft. Special Attacks: Hypersonic Shriek Special Qualities: SR 20, Damage Reduction 10/+2 Saves: Fort +2, Ref +6, Will +5 Abilities: Str 4, Dex 18, Con 15, Int 10, Wis 16, Cha 18 Skills: Handle Animal +10, Hide +16, Heal +5, Listen +5, Spot +5, Sense Motive +5 Feats: Ambidexterity, Blind Fight, Flyby Attack ______________________________________ Climate/Terrain: Temperate Caves Organization: Gang (2-4), band (6-11) or tribe (20-80) Challenge Rating: 5 Treasure: Alignment: Always Chaotic Good Advancement: 1-3 HD (small) Batlings are magical crossbreeds of pixies and bats. Batlings look like 1’ to 2’ tall pixies with bat-like wings and features. Their feet are like those of a bat with small claws for hanging upside down. Their bodies resemble pixies with a short soft fur covering. Their fur ranges from light brown to a deep black. Their faces are also like those of pixies, but with some bat-like characteristics. They have a sharp teeth and large ears like a bat. They have smallish eyes and small slightly upturned noses. Batlings can speak with bats and pixies in their own languages. Many have been able to learn elf or common. Batlings speak with high-pitched voices. They tend not to wear clothing when young or among their own kind. They have been known to wear clothing similar to that of other pixies, only drabber and more functional. Due to their appearance and origin Batlings are often believed to be small demons or at the very least evil. However nothing could be farther from the truth. An insane warlock who was researching new familiar types created the Batlings. He believed that by combining the appearance of the bat with the intelligence of a pixie he would have a frightening ally. His experiments were a tremendous success; he created a race that could breed true. However he underestimated the natures of both the pixie and the bat. He produced a race that was both intelligent and good. Batlings tend not to enter act with other races other than pixies. This is not out of choice, but necessity. Batlings are usually hunted down because they are believed to be evil. Batlings tend to be a very gregarious

race that centers on the extended family. Batlings get along well with other faerie races especially pixies and slyphs. Grigs tend to avoid them. Like bats, Batlings live in dark places, such as caves. They are nocturnal, which only adds to the superstition that surrounds them. Batlings come out at night to socialize and feed. An adult Batling can eat 3 to 4 times his own weight a night in flying insects. This helps support their high metabolic rate. Batlings are also found of fruits, especially grapes. They make an extremely potent wine from grapes and a fungus that grows in their caves. Batlings mate once a year in the spring and the female gives birth to a clutch of two young. Batlings usually mate for life. Batlings keep their lair far from humanoid eyes. Usually they have many regular bats in their lair to keep guard. The young reach maturity in seven years. Batlings typically live 40 to 50 years. Combat: Batlings are not strong fighters. They prefer to use their small size and speed to avoid confrontations. However they will go to any lengths to protect their homes or their young. Males and females are equal in combat. Young Batlings are non-combative. Batlings may attack with their feet claws twice per round doing 1 to 4 hp of damage. Some Batlings do carry small thin swords. They use this swords two-handed for 1d6 hp of damage. Blindsight (Ex): Batlings, like most fey, have low light vision, but they prefer to rely on their echolocation ability. Batlings can recognize each other with their echolocation, but only distinguish rough details of other humanoid creatures. Attacks that effect hearing effect the Batling as if it were effecting their eyes instead. Thus any deafening attack is treated like blindness. Batlings are immune to gaze attacks while using this ability. Hypersonic Shriek (Ex): If threatened Batlings may let out a hypersonic shriek. This shriek may be done three times per day. Anyone under 5 HD within hearing distance of the Batling must make a Fortitude save or become deaf, as per the spell, for 2d6 rounds. They also suffer 2d10 hp of damage. If they save or are above 5 HD then they only take 2d6 hp of damage. Even though they are a “created” race, Batlings have found a niche in the ecology of the world. Their diet has placed no strain on the local ecology. If Batlings have a natural enemy it would be goblins. Goblins capture Batlings in suspended steel traps. They gag the Batlings and enjoy pulling off their wings. Goblins usually eat the males and children but keep the females around as slaves. A particularly ugly breed of Bendith Y’ Mamau are born to these unfortunate Batlings. Batlings have been the subject of recent debate and experiments by wizards. Batling fur or guano has


been used in place of bats’ in spell components. The spell Wave of Mutilation (q.v.) was discovered in this research. Advancement Batlings are generally too small to make effective characters. Those that chose to advance as a character class often opt for Ranger.

Butterfae Fine Fey Hit Dice: ¼ d6+2 (3 hp) Initiative: +4 Dex Speed: 10 ft., fly 30 ft. (perfect) AC: 20 (+4 dex, +3 size, +3 Natural) Attacks: Unarmed +0 Damage: Unarmed 1d1 -3 Face/Reach: 1 ft. by 1 ft. Special Attacks: Spell-like abilities, wand Special Qualities: SR 20, Speak with Plants and Animals, Damage Reduction 10/+2 Saves: Fort +2, Ref +6, Will +5 Abilities: Str 4, Dex 18, Con 15, Int 10, Wis 16, Cha 18 Skills: Handle Animal +10, Hide +16, Heal +5, Listen +5, Spot +5, Sense Motive +5 Feats: ______________________________________ Climate/Terrain: Any Organization: Gang (2-4), band (6-11) or tribe (20-80) Challenge Rating: 5 Treasure: Wand Alignment: Always Neutral Advancement: 1-3 HD (Fine) Distant cousins to pixies, Butterfae are among the smallest of fey, rarely reaching 8 inches in height. They also contain some of the greatest affinity to magic of all fae. Like pixies, they enjoy sylvan life and often take their homes deep in forests. Butterfae vaguely resemble tiny little elves with insect wings. Despite what the name implies, Butterfae wings can be of any sort, resembling butterfly wings, moth, or plain gossamer wings.

Liber Mysterium: Bestiary Butterfae rarely ever engage people in battle. When they do, they use their spell-like abilities or their wands, or they flee. Butterfae Wand: Upon reaching adulthood, Butterfae receive a special wand. All wands have the following traits. At will, Animal Messenger, Calm Animals, Dancing Lights, Invisibility (Self only), Light. 3 times per day: Chill Metal, Heat Metal, Synthesis, Goodberry, Entangle, Magic Fang. Once per day: Polymorph Other, Summon Nature’s Ally IV. Butterfae wands also contain one other spell usable once per day (a 1st level druid spell or a 0 level cleric, witch, or sorcerer spell), another usable three times per day (a 1st or 2nd level druid spell or a 0 level cleric, witch, or sorcerer spell), and one other spell usable once per day (4th level druid or 2nd level cleric, witch, or sorcerer spell. These wands are useless by anyone than who the wand was given to. Speak with Plants and Animals: Butterfae can speak with plants and animals as per the spells at will.

Druther Medium Construct Hit Dice: 9d10 (45 hp) Initiative: -1 Dex Speed: 20 ft. AC: 17 (-1 Dex, +8 Natural) Attacks: 2 Limbs (fists or constructed weapons) +9 Damage: Slam 2d6+6 Face/Reach: 5 ft. by 5ft./5ft. Special Qualities: Construct, Damage reduction 15/+1, Immune to piercing, water and cold-based attacks. Double damage from fire based attacks. Saves: Fort +3, Ref +2, Will +4 Abilities: Str 20, Dex 9, Con -, Int -, Wis 11, Cha 3 ______________________________________ Climate/Terrain: Any Organization: Solitary Challenge Rating: ?? Treasure: None Alignment: Always Neutral Advancement: 10-15 (Large); 15-20 (Huge) A Druther is a type of weaker wood golem that can only be created by a witch. The name comes from an old piece of doggerel often muttered by witches, “If I really had my druthers, I’d have my wooden druthers too.”



Liber Mysterium: Bestiary A “Wooden Druther” is a corrupt form of “wouldn’t I’d rathers”, or something the witch doesn’t want. So the Wooden Druther performs tasks that the witch would rather not do herself. The druther can understand simple command phrases of about 15 words each. Typically druthers are used for menial labor or to perform a task that the witch can not do or won’t do herself, like killing or scaring an enemy. Often a witch will have a few druthers protecting her home while disguised as trees (Spot DC 25 when so disguised). A druther cannot communicate at all. Some witches have used woody reeds in the construction of their druthers. When the wind blows across the druther it sounds like a deep bassoon. Druthers can appear in any form. Usually they are biped and always made of wood. The wood can be carved or a collection of sticks tied together. The appendages need to be attached separately if the druther is to move at all. They can be precisely carved to appear as anything the witch wants, but they typically look like walking bunches of sticks. Legend has it that there was a witch that had such beautifully carved druthers that they were often mistaken for wood nymphs. Treants, dryads, and wood nymphs view a druther in the same manner a human views the undead or a flesh golem. Most will attempt to destroy them when they can. Some witches and wizards value the wood from an inanimate druther to use to make magical fires. Combat A druther is mindless in combat. It strikes with its wood fists with almost no regard to what else is going on. Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Damage Reduction: The druther can ignore the first 15 points of damage dealt, unless the weapon is +1 or better. Arrows or other piercing items, such as spears or thrust daggers, only do 1 point of damage per hit. Water base attacks have no effect on the druther whatsoever. Fire based attacks always do double damage. Cold based attacks do no damage. Construction Witches of 10th level or better can construct a druther. If the witch has access to a Manual of Druthers, then she can create a Druther from that work. Otherwise a witch may opt to create one from scratch. The witch will need at least 200 pounds of wood, either as sticks, planks or individually carved pieces. She must gather these herself. The witch will need her consecrated witch tools and fine incense, which will cost the witch 2,000 GP. After creating the body for the druther, the witch will have to cast Air Walk, Bless Growth, Feral Spirit, Lesser Strengthening Rite and Minor Creation. The ashes from the burned incense is then sprinkled on the wood. The process takes the witch one month to create and drains 1,000 XP. Drudges

Sometimes druthers are referred to as “Drudges”, mostly due to their ability to menial work, usually around the home. While a druther may be used to do the witch’s dirty work, a drudge will do the witch’s dirty laundry. Adventurers have reported of a witch with intricately carved wood drudges as her household staff. A drudge butler was so well made that they could not tell it was a magical construct at all. Rogue Druthers The druther has a great tie to its animating elemental force. But sometimes the druther will break free of the witch’s control, but not of its wooden body. These druthers are known as rogues and take out their frustration the only way know, to throw themselves into any combative situation it can.


Liber Mysterium: Bestiary

Leprechaun Hit Dice: Initiative: Speed: AC: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Abilities: Skills:


Climate/Terrain: Organization: Challenge Rating: Treasure: Alignment: Advancement:

Leprechaun Small Fey 1d6 (3 hp) + 7 ( + 3 Dex, +4 Improved Initiative ) 40 ft. 14(+l size,+3 Dex) Dagger +4 melee Dagger Id4-2 5 ft. by 5 ft./5 ft. Spell-like abilities SR 27, low-light vision Fort +0, Ref +5, Will +4 Str 7, Dex 16, Con 11, Int 16, Wis 15, Cha 16 Bluff + 7, Concentration +4, Craft (any one) +5, Escape Artist + 7, Hide + 11, Listen + 14, Move Silently + 7, Open Lock +7, Perform (comedy, dance, limericks, melody) + 7 , Pick Pocket + 7, Search + 5, Sense Motive +6, Spot +6 Dodge, Improved Initiative, Mobility, Weapon Finesse (dagger)

Cluracan Small Fey 2d6 (5 hp) + 7 ( + 3 Dex, +4 Improved Initiative ) 40 ft. 14(+l size,+3 Dex) none none 5 ft. by 5 ft./5 ft. Spell-like abilities low-light vision, iron vulnerability Fort +0, Ref +5, Will +3 Str 8, Dex 14, Con 16, Int 16, Wis 13, Cha 12 Bluff + 9, Escape Artist + 9, Hide + 15, Listen + 14, Move Silently + 11, Open Lock +11, Perform (comedy, dance, limericks, melody) + 5 , Pick Pocket + 8, Search + 5, Spot +6

Fir Darrig Small Fey 2d6 (7 hp) + 7 ( + 3 Dex, +4 Improved Initiative ) 40 ft. 14(+l size,+3 Dex) Dagger +4 melee Dagger 1d4 5 ft. by 5 ft./5 ft. Spell-like abilities SR 27, low-light vision, iron vulnerability Fort +0, Ref +5, Will +3 Str 9, Dex 16, Con 10, Int 16, Wis 13, Cha 9 Bluff + 7, Concentration +4, Craft (any one) +5, Escape Artist + 7, Hide + 11, Listen + 14, Move Silently + 9, Open Lock +8, Perform (comedy, dance, limericks, melody) + 7 , Pick Pocket + 5, Search + 5, Spot +6

Dodge, Improved Initiative

Dodge, Improved Initiative, Weapon Finesse (dagger)

Temperate forest Solitary (1-2)

Temperate forest Solitary (1-2), Gang (2-4), or family (12-20) 5 Double coins; 50% goods; 50% items Usually chaotic neutral 2-3 HD (Small)

Temperate forest Gang (2-4 ), band (6-11 ), or family ( 12-20) 4 Double coins; 50% goods; 50% items Always neutral 2-3 HD (Small)

Leprechauns are short fey creatures, about 2 feet tall with pointed nose and ears. A leprechaun usually dresses in bright clothes of green or red, complete with either a wide- brimmed hat or stocking-cap. Leprechauns are a jovial people, enjoying fine food and drink; some leprechauns also enjoy a good smoke from a longstemmed pipe. They are a tricky folk and enjoy jokes and pranks, al- though they usually do not appreciate being the victims of such acts. Most leprechauns are skilled pickpockets, and it is a favored prank of these wee folk to filch items from unsuspecting travelers in their domain and then taunt the intruders into pursuit. The leprechaun so involved in the prank often alternates between being visible and invisible as he teases and pesters his pursuers in a merry chase.

3 single coin Usually chaotic good. 2-3 HD (Small)

Leprechauns tire of pranks quickly, how- ever, and will give up the stolen item and sneak away. Some say leprechauns are descendants of halflings and pixies. Leprechauns summarily dismiss this rumor, how- ever, scoffing at those who repeat it. Combat Leprechauns are fun-loving creatures and prefer to avoid combat. When facing opponents, a leprechaun usually turns invisible and flees. If forced into melee, a leprechaun uses its abilities to their fullest extent, seeking to drive an opponent off rather than kill it. Spell-Like Abilities: At will- dancing lights, invisibility (self only ), permanent image (visual and auditory elements only), polymorph any object, and ventriloquism. These


Liber Mysterium: Bestiary abilities are as the spells cast by a 7th-level sorcerer (save DC 13 + spell level). Skills: Leprechauns receive a +8 racial bonus to Listen checks. The Cluracan (or Cluricaune) is a cousin of the Leprechaun that is inordinately fond of wine, spirits, beer, and ale. They look like leprechauns or small old men that are constantly intoxicated. They are solitary creatures, although they tend to happily latch themselves onto unsuspecting folk. Once attached to a dwelling, they stay in the wine cellar (or equivalent), where they poach the supply. One benefit is that servants and the like who attempt to take a drink without the owner’s permission will likely be scared off by the little fellow, but it is doubtful that the cost is worth it. Families have been known to move their entire household in the hopes that the Cluracan plaguing them will not follow, but these mischievous little fellows will often stow away in the packed goods and follow the family. Clurancan usually get along fine with Leprechauns and Fir Darrigs, their closest relatives. Like them, Clurancan are tricksters and their favorite victims are humans. When not drinking the Clurancan can be found chasing nymphs and other female fairies or riding their favorite steeds, sheep dogs. So far only males have ever been seen, leading many sages to wonder if the females exist at all of if they are only an offshoot of leprechaun. It is believed that the Clurancan can mate with leprechaun and pixie females. The Cluracan is sometimes addressed as “Naggeneen”, a word implying a small quantity of drink. He always appears as an old-looking, diminutive man of no more than three feet in height, well-dressed. It is said that all Cluracan carry a little leather purse, the Spre’na Skillenagh (or Shilling Fortune), which contains a single coin which, once spent, renews itself. They are said to enjoy fine tobacco as well, and often know the way to hidden treasure. Cluracan are tricky and clever, and they will avoid skirmishes to the best of their (considerable) ability. Even if trapped, they will seek (and usually find) a way out. Combat

Clurancan do not enter into combat. Spell-Like Abilities: If pressed they can use their magical abilities once per day at will. Invisibility, Levitation, Shape Change, and, Shrink. It will use these powers to prevent from actually having to attack. Immunity (Ex): Clurancan can consume a large quantity of drink. They seem to enjoy being drunk even though they do not suffer the dilbilitating effects of intoxication. Vulnerability (Ex): Weapons of pure or coldforged iron are more harmful to many fey races.

Weapons made from this material grant an additional +2 to hit and damage to the Clurancan. The Fir Darrig (also Fir Dhearga or Fear Dearg) are diminutive, simian Hobgoblins/Leprechaun crossbreeds. They are a bit taller than their leprechaun cousins (2 to 2½ ft on average) and much uglier. They typically wear a red cap and coat, and thus their name, Red Cap or the Red Man. The Fir Darrig are inordinately fond of cruel practical jokes, and they tend to be rude. They often travel alone, although there are occasional incidents where an unlucky victim has run across multiple Fir Darrigs having a little fun. Many Fir Darrigs have taken up the habit of traveling and seeking to warm themselves by others’ fires, and the Fir Darrig so refused is likely to play harmful pranks on anyone that refuses them. The correct response to such a request (and one which will leave the Fir Darrig kindly disposed towards the individual and unlikely to harm him) would be “Na dean fochmoid fainn” (“Do not mock us”). The Fir Darrigs are rumored to be shape-shifters, and they often use this ability to strike fear into those that they wish to annoy. Fir Darrigs are on reasonably good terms with other fairy races. Their love of home, hearth, and good tobacco puts them at ease with Leprechauns, Cluracan and halflings, although halflings tend to think of them as rude and inconsiderate guests. Fir Darrigs are disliked by dwarves, but not hated. Fir Darrigs think dwarves take themselves too seriously. No love is shared between the Fir Darrig and their closest non-faerie cousins, Hobgoblins. Fir Darrigs enjoy most of the same things that leprechauns do, gold, a good drink and smoking long pipes. Like the Cluracan (q.v.) no female Fir Darrigs have ever been seen. Some Fir Darrigs have been known to be evil (rarely). It is believed that they get their red coat and hat by dying them in blood. Combat

Like many of the fey races, Fir Darrigs prefer not to enter into physical combat, but unlike the other fey, they can and will enter into melee when the need arises. They are usually stronger and are better fighters than their cousins the leprechauns and the cluracan. If forced into combat, Fir Darrigs use long knives. Also like many members of the fey race, Fir Darrigs can only be struck or harmed by cold forged iron. Spell-Like Abilities: The Fir Darrig has the following powers, useable once per day; Invisibility, Fear (100’ radius), Shape Shift and Teleport (self). It will use these powers to prevent from actually having to attack. Vulnerability (Ex): Weapons of pure or coldforged iron are more harmful to many fey races. Weapons made from this material grant an additional +2 to hit and damage to the Fir Darrig.


Liber Mysterium: Bestiary Becoming a Lesser Hag The ritual requires that the caster know the following spells: Permanency, Touch of Hideousness, and Contagion. All three spells are cast into a cauldron of boiling water, creating pitch black, boiling water. Then, the caster needs the proper material components, some of the most gruesome of spellcasters. First, a sacrifice of a woman who has not yet given birth is needed. She must be killed within 4 hours of the ritual, with an athame by the witches hand. First, her skin is put into the cauldron of water, while her bones are ground into a powder. A small amount of water is added to the bone dust to give them a glue-like texture. The bone-goo is smeared over the her skin, and she then drinks from the boiling black water. The ritual causes the caster to sleep for 24 hours. In this period, the caster metamorphoses into the hag.

Lesser Hag (Template) The true origins of Hags are an ancient mystery, but the utter hatred that most Hag’s have towards good witches tends to indicate that some sort of division once occurred between the two. Some believe that hags are the descendants of ancient malefic witches whose souls were so dark, their bodies became twisted and wretched. A ritual exists that somewhat supports this theory. The ritual is utterly evil in itself, and therefore nearly all of it’s casters are evil too. It transforms the caster into something that is a bit of a monster, but gives the recipient some powers. The Lesser Hag template does not necessarily make the caster a true Hag, but it does give them certain abilities that are very similar to most types Hag’s own abilities.

Makva (Wood Hag)

Creating a Lesser Hag A Lesser Hag is a template that can be added to any humanoid (referred to hereafter as the “base creature”). The creatures type changes to monstrous humanoid. All lesser hags have the following characteristics. Bonus Ability Scores: Lesser hags receive a +2 to their strength, a +6 to their wisdom, and a +2 to their charisma. Deformation: A lesser hag’s skeleton turns outward, creating a sort of exoskeleton. While her skin may be tough, her bones are more spread out and therefore more brittle. She gains damage reduction 2 versus piercing and slashing weapons, but bludgeoning weapons deal an extra2 points of damage. Long Body: A lesser hag’s body becomes long and wiry. The base creatures size is increased one category, incurring all penalties that this normally brings (-1 to attacks, -1 to AC, -4 to hide, etc.). Ugliness: A lesser hag’s appearance is fearsome. Her skin appears withered and scrunched, like that of a very old woman. Her hair becomes ratted and tangled. Spell Like Abilities: At Will - Ghost Sound, Touch of Hideousness, 3 Times per Day - Darkness, Doom, Charm Person, 1 per day - Contagion, Scare Challenge Rating: Base Creature +2

Large Monstrous Humanoid (Hag) Hit Dice: 8d8+8 (45 hp) Initiative: +2 (Dex) Speed: 40ft. AC: 17 (-1 size, +2 Dex, +6 natural) Attacks: 2 claws +12, bite +12 Damage: claw 3d6, bite 2d6 Face/Reach: 5ft. by 5ft/10ft. Special Attacks: Blood drain, Spells Special Qualities: Dark Vision 120ft., Fast Healing 5, Iron Vulnerability Saves: Fort +4, Ref +8, Will +8 Abilities: Str 20, Dex 14, Con 15, Int 16, Wis 15, Cha 9 Skills: Concentration +12, Hide +10, Knowledge (Witchcraft) +9, Listen +8, Spot +8, Feats: Alertness, Blindfighting, Combat Casting, Fear Resistance ______________________________________ Climate/Terrain: Any Organization: Solitary or Covey (3 hags of any type plus 2-12 trolls) Challenge Rating: 6 or 13 (covey) Treasure: Standard Alignment: Always Chaotic Evil Advancement: As witch


Liber Mysterium: Bestiary The Makva, or the Wood Hag, is a relative of the other Hags and possibly the Night Hag. The Makva makes her home in the deepest forests where she feeds on unsuspecting travelers. She is particularly fond of children. Her normal appearance is very hag-like, tall (7’ tall), green skin with black hair, although some have been spotted with green or red hair. She also has long clawed hands with nails as hard as iron talons. Their mouths are filled with rotting black teeth and foul breath. The Wood Hag can appear as kindly grandmother, or a fetching young wood nymph as she chooses. The wood hag loves nothing more than to temp men of good character into a wanton embrace and then switch back to their normal form before killing them. She is also fond of attacking people as they sleep in the woods. The wood hag is more solitary than the other Hags. More often than not a wood hag will be found alone. Wood hags often employ trolls to protect their homes and for mutual protection. At any given time there will be 2 to 12 trolls around the wood hag’s home. They will fight for the wood hag, but they are not commanded to do so. They will retreat or flee if the combat goes against them. The wood hag will also ally her self with evil witches and warlocks. They have also been known to consort with demons and vampires as well. Makva do not get along well with Night Hags. Some have theorized that Makva were once part of the Night Hag “society” but were removed for being too chaotic. Wood Hags have often been confused with witches and many of the tales told to frighten children about witch have been about wood hags. It is almost certain that the tale of Hansel and Gretel could have been about a wood hag (or even the witch Baba Yaga). Makva are believed to live up to 800 years, but this has never been confirmed. They have been known to keep harpies as pets. Wood Hags usually have a grove of Elder trees growing nearby. Combat

The wood hag is very strong (strength 20) and will attack with her claws and a bite. She is also a competent spellcaster and may use spells from the witch’s spell list. Spell-Like Abilities: The Makva can also employ the following spell like powers three times per day at will: Ray of Enfeeblement and Magic Missile. They can cast an Advanced Illusion four times per day and can use the following powers at will, Know Alignment, Polymorph Self and Sleep. Wood hags are immune to Sleep, Charm, and Hold spells. Blood drain (Su): The bite of a Wood Hag also drains blood. Any successful bite hit can permanently drain one point of Constitution unless the

victim can make a Fortitude save (DC 13). Any character drained to zero will become a wraith haunting the woods around the wood hag. Constitution points can be healed normally. Vulnerability (Ex):. A Makva cannot touch iron and takes extra damage from weapons made of pure or cold forged iron. Weapons made from this material grant an additional +3 to hit and damage per hit.

Nymph, Sea Medium-Size Fey (Aquatic) Hit Dice: 6d6 (24 hp) Initiative: +1 (Dex) Speed: 20 ft., swim 40 ft. AC: 16 (+2 Dex, +4 Deflection) Attacks: Dagger +6 melee Damage: Dagger 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Blinding beauty, spells, spell-like abilities, unearthly beauty Special Qualities: dark vision, unearthly grace Saves: Fort +1, Ref +4, Will +8 Abilities: Str 10, Dex 15, Con 10, Int 16, Wis 17, Cha 19 Skills: Animal Empathy +10, Craft (any one) or Knowledge (any one) +7, Escape Artist +7, Heal +9, Hide +14, Listen +11, Move Silently +11, Sense Motive +9, Swim +20, Spot +11 Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Iron Will ______________________________________ Climate/Terrain: Fresh water (Naiad) or Salt water (Nereids) Organization: Solitary Challenge Rating: 7 Treasure: Standard (mostly items related to the sea) Alignment: Usually chaotic good, some chaotic neutral Advancement: 7-12 HD (Medium-size) Level Adjustment: +7 Naiads and Nereids are fresh and salt water nymphs respectively. Like the nymphs of the forest, these “water nymphs” are nature’s personification of the beauty, grace and mystery of the sea. They always appear female, but the individuals vary. Most are described as having pale skin and golden hair, but others are described as having skin colors from white, to dark tan, to sea foam blues and greens. Her hair also can range from blonde, to dark brunette, to varying shades of blue, green and coral pink. Also some water nymphs are described as having the legs of a mortal woman or even the fins of a mermaid. Naiads occupy fresh water bodies, such as streams, rivers, lakes and such. Even a small brook or marsh can contain a naiad. Historically nereids were


believed to be the daughters of Nereus who resides in the Mediterranean Sea and were said to helpful to sailors during storms. Typically shy and reclusive, these nymphs will approach sailors and water traveling mortals if they feel that they mean them no harm. While they loathe to physically attack they do have a number of supernatural abilities to call on if needed. They are actually fond of mortals, just wary of them. If the mortal meets with their approval they will attempt to seduce him. Unless the potential male can breath underwater, the mating process usually kills the mortal via drowning. It should be noted that this doesn’t make the nymph evil, but rather compelled by her own desires for mating. The offspring of a water nymph and a human (or humanoid) is always another water nymph. Like dryads, naiads and nereids are linked to their body of water. If their stream, lake or sea were to dry up, it would kill the nymphs linked with it. They can survive a short period on land, but never more than a few hours. Typically they can only be removed from their body of water for 6 hours. Every hour after that they must make a Fortitude save at a cumulative –1 or permanently loose 1d6 hit points. These points can not be healed on land. Any Nymph reaching zero hit points is forever dead. Even before her time on land is up a water nymph will be very awkward on land. Water nymphs speak Aquan and Common. Combat

Naiads and nereids will avoid combat whenever they can, preferring to swim away. They do have some supernatural abilities to aid them when needed. Blinding Beauty (Su): This ability operates continuously, affecting all humanoids within 60 feet of the water nymph. Those who look directly at the nymph must succeed at a Fortitude save (DC 15) or be blinded permanently as though by the blindness spell. The nymph can suppress or resume this ability as a free action.

Liber Mysterium: Bestiary Unearthly Beauty (Su): The water nymph can evoke this ability once every 10 minutes. Those within 30 feet of the water nymph who look directly at it must succeed at a Will save (DC 17) or die. Unearthly Grace (Su): A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Spell-Like Abilities: Water nymphs can use dimension door once per day as cast by a 7th-level sorcerer. They can also replicate druid spells as 7th-level casters (save DC 13+ spell level). In both cases these spells will be ones native to their underwater environment. No fireballs for example.

Poludnica Medium-size Monstrous Humanoid (Fire) Hit Dice: 7d8+28 (59 hp) Initiative: +6 (+2 Dex, Improved Initiative) Speed: 50 ft. AC: 20 (+2 Dex, +8 natural) Attacks: Stinging-nettle + 10/+8 melee, or 2 claws + 10 melee Damage: Stinging-nettle 1d4 Con damage, claw 1d4+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Stinging-nettle, domination Special Qualities: Fire subtype, immunities, bestow immunity, devouring Saves: Fort +6, Refl +7, Will +8 Abilities: Str 16, Dex 14, Con 19, Int 14, Wis 16, Cha 17 Skills: Climb +9, Hide +9, Intimidate +10, Jump +10, Listen +9, Wilderness Lore +10 Feats: Alertness, Improved Initiative, Run ______________________________________ Climate/Terrain: Any temperate, warm, and underground Organization: Solitary Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic evil Advancement: By character class A distant cousin to the more common hags, Poludnica (PO-LOO-DNEE-TSA, from: poludne, podne = noon) appears as a very tale, beautiful pale woman with long white hair, but she is in fact anything but. Her skin


Liber Mysterium: Bestiary is warty and leathery; she resembles an ancient, wrinkled woman. Her nose is long and bent downward, and her chin bends upward, so that they almost meet when she grins. Poludnica lives in vast underground complexes, filled with ovens and roaring fires. Her dominated slaves fulfil her wishes, roasting sheep and baking bread for her, all day long. poludnica exits her underground lair only during sunlight hours. She usually perches in the immediate vicinity ofher lair, waiting for unwary travellers to pass. Poludnica is always hungry, and always looking for her next meal. She is not commonly encountered, but parents of children commonly warn about her. Any child that wanders off, especially into fields of rye, run the risk of being captured by a poludnica. Parents will often warn “Don’t go to the rye, poludnica will eat you!” or “Poludnica will burn you up!” Polucncia advance as witches. Combat In combat, poludnica relies on her stealth and quickness to surprise opponents, and then render them unconscious with her stinging-nettle. Stinging-nettle (Su): With a successful stinging-nettle attack, poludnica inflicts 1d4 points of Strength damage. When a creature’s Strength drops to 0, he falls helpless and unconscious on the ground. Domination (Sp): Poludnica can dominate person as per the spell, at will, by breathing on an unconscious creature. The Will DC to save against this ability is 18. Fire Subtype (Ex): Fire immunity, double damage from cold, except on a successful save. Bestow Immunity (Su): By breathing on a creature, poludnica can bestow total immunity to fire on that creature. The immunity lasts for 24 hours. Immunity (Ex): Poludnica has total immunity to poison and disease. Devouring (Ex): Poludnica can devour incredible amounts of food, without any ill effects. She can eat virtually anything soft enough to chew, but prefers roast sheep and bread straight from the oven. Poludnica can devour a helpless Medium-size creature in but a minute. Poludnica’s Sheep The sheep Poludnica keeps are anything but ordinary. Each is a Large sized monstrosity, with wool the colour of fresh blood. For Poludnica’s sheep, use statistics for Bison from Core Rulebook III (Appendix I: Animals), and add the Fire Subtype. The Poludnica’s sheep creature type changes to Magical Beast.

Poppet Diminutive Construct Hit Dice: 1d10 (5 hp) Initiative: +2 (+2 Dex) Speed: 30 ft. AC: 18 (+4 size, +2 Dex, +2 natural) Touch AC: 16 (+4 size, +2 Dex) Flatfooted AC: 16 (+4 size, +2 natural) Attacks: Small halberd -1 melee Damage: Small halberd 1 d6-1 Face/Reach: 1 ft. by 1 ft./0 Special Attacks: Assassination Special Qualities: Construct, diminutive, find target, immunities, self-repair Saves: Fort +0, Ref +2, Will+0 Abilities: Str 8, Dex 15, Con -, Int 4, Wis 10, Cha 1 ______________________________________ Climate/Terrain: Any land Organization: Solitary or collection (2-5) CR: 1/2 Treasure: None Alignment: Always neutral Advancement: Background (Note: This background information is PI of Eden Studios and is used with explicit permisson of Eden Studios. It is not OGC.) The poppet is a tiny animated doll made out of rags, leather, and the hair of a living thing. Created by a powerful mage or witch, they labor as menial servants for their master until dispatched to kill the being from whose hair they were created. Poppet creation utilizes sympathetic magic. During construction, a tuft of an individual’s hair is wound into the poppet’s body, creating a magical link between the poppet and the victim. The poppet takes on a sinister caricature of the victim’s personality, mannerisms, and bearing. In addition, when commanded the poppet uses this link to flawlessly track its victim as long as they are on the same plane. The magic used to create poppets is rare among traditional mages, perhaps because of their crude appearance and limited capability. Instead, poppets are favorites among adepts, hedge wizards, witches, humanoid shamans and followers of similar traditions. Physilogy/Habitat Poppets are small, between six and nine inches tall, each weighing less than a pound. They are made of numerous strips of cloth or leather wrapped around a central core of hair. After many combats ,older poppets having employed their self-repair ability-are often very


colorful, incorporating strips from,a variety of fabrics into their tiny frames. Like most constructs poppets cannot speak, although they can understand any language spoken by the hair donor. A poppet is commonly found working for a spellcaster as a servant or laboratory assistant. When employed as an assassin it is rarely seen until it is too late. Combat Poppets are stealthy, relying on their size and skill at remaining concealed to avoid a straight fight. Instead, the poppet attacks its victim while she sleeps. Poppets must be armed by their creator. They can wield any weapon, even to using knives and forks if proper weapons are not available. If a poppet is discovered, it will flee unless a chance it could kill its prey within a round. Poppets can be created and used in bunches. In general it takes half again as many poppets to make a decent as their prey’s hit dice. So a 10th level fighter be challenged to some degree by 15 poppets. Assassination (Sp): Once per day, a poppet can attack with true strike, gaining a +20 insight bonus to its attack. If it hits with this ability, it automatically scores a critical hit, and triples damage. Construct: Immune to mind-influencing effects, poison, paralysis, disease, and similar effects. Not subject to stunning, critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Diminutive (Ex): While poppets have no skills, their small size makes them difficult to spot. Opponents must make a Spot check against DC 14 to notice a poppet that is using its Find Target ability. Find Target (Sp): When ordered to find its chosen a poppet does so unerringly, as though guided by location. When it finds its target, it bides its time attacks with its assassination ability. Immunities (Ex): Due to their peculiar construction, poppets take no damage from blunt attacks and only half damage from piercing attacks. Self-repair (Sp): Given enough time, and access to enough cloth, a poppet can repair itself by tearing off strips of cloth and adding them to its own body. This takes one hour per hit point regained, although there must be some cloth or fabric nearby. In general, if a poppet is not killed and escapes, it will return the next day fully healed. Poppets are a great, non-threatening way to directly attack a PC. They are not very dangerous, but they are difficult to attack, tend to scurry away after a failed attempt, and generally serve more as a disturbing nuisance. You certainly do not want to kill a PC as she sleeps with no warning, but a poppet attack implies that some- one is out to get the PC-someone who may resort to something nastier after the initial attacks fail.

Liber Mysterium: Bestiary Of course, poppets can succeed in killing their target. A series of mysterious murders around a city prompt an investigation. People are found dead, stabbed in their sleep, apparently by dozens of tiny knives. There is no way for a human to get in or out of the victim’s rooms. A poppet, on the other hand, can easily slip in places no normal human could gain access to. Adventure Hook: The PCs discover an assassination attempt on a local lord when a group of poppets randomly terrorize the city. The mage who created them made too many, and was unable to control them all. The tiny golems are little more than a nuisance, but of significance to a sage. The PCs can learn from a sage what the poppets are for, and then the game’s afoot!

Scarecrow Guardian Medium-Sized Construct Hit Dice: 3d10 (15 hp) Initiative: -2 (Dex) Speed: 30 ft. AC: 10 (-2 Dex, +2 Natural) Attacks: Slam +2 Damage: Slam 1d6 Face/Reach: 5 ft by 5 ft Special Attacks: Paralyzing Gaze Special Qualities: Construct, Fire Vulnerability, damage reduction 15/+1 Saves: Fort +3, Ref -1, Will +4 Abilities: Str 10, Dex 6, Con --, Int --, Wis 16, Cha 1 ______________________________________ Climate/Terrain: Any Organization: Solitary or gang (2-4) Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 4-8 HD (Medium) 9-12 HD (Large) Scarecrow Guardians are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrow Guardians are bound to a post, and use their paralyzing gaze to imprison any trespassers. Combat Scarecrow Guardians are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal like in appearance that walks into it’s territory unless otherwise instructed by their creator. Paralyzing Gaze: Target can not move, as per the Hold Person spell as cast by a 10th level cleric, 30 ft., Will Save DC 15


Liber Mysterium: Bestiary Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Fire Vulnerability: Because of their straw bodies, Scarecrow Guardians are extremely vulnerable to attacks from fire. They take double damage from all fire attacks. In addition, a scarecrow guardian will catch fire easily after any attack that would normally ignite mundane items. A scarecrow on fire receives 2d6 damage each round (do not double this damage) Undead Scarecrow Some Scarecrow Guardians are imbued with a spirit of a person. These scarecrows have all the same traits as a normal Scarecrow Guardian, except their creature type is undead, and have the same hit dice (though the type of die is changed to d12) and skills as their previous incarnations. Undead Scarecrows can still be bound to an area to protect, and still obey the commands of their creator. An Undead Scarecrow has the same CR as when he was living +1.

An Undead Scarecrow whose master is killed has a 10% chance of being freed from his control, 25% chance of dying and a 65% chance of continuing to guard his specified area. Construction A Scarecrow Guardian can be created easily by a standard ritual. A basic scarecrow is used for the body. The material components necessary for creating a Scarecrow Guardian costs 2,000 GP and require the Craft Wondrous Item feat. Understanding the ritual necessary for creating the Scarecrow can be done by a caster of at least 10th level. Completing the ritual drains 500 XP from the creator and requires the spell Animate Objects. The material components necessary for creating an Undead Scarecrow cost 10,000 GP and require the Craft Wondrous Item feat. Completing the ritual drains the creator of 1,200 XP and requires the spells Trap the Soul, Animate Objects, and Animate Dead, not to mention a living sacrifice (usually a small animal) which must be killed during the ritual to provide the life force.


Liber Mysterium: Witch Stories

Chapter VIII: Witch Stories “Well-behaved women rarely make history.” Laurel Thatcher Ulrich, Professor Harvard University


ou have read about them in fairy tales. You have heard about them in myth and legend. They live out there on the edge of the wood, on a secret island, or a lonely mountain home. These are the witches of myth, legend and tale. Presented to you for your enjoyment and game use are the following witch adventures and NPCs. Where possible, adventure hooks are included with each witch. There are also hooks independent of the various witches included.

Witch Adventures

So now you are playing a witch. What can you do with her? Here are some adventure ideas to use with your witch characters, either featuring the witch as protagonist or antagonists. With each adventure seed, alternate plot lines are also discussed.

A Curse on Thee

A very traditional problem; PC’s or an NPC wander inadvertently on a witch in her home or out performing a ritual, the witch curses the PC and now they must find the witch and convince her to reverse it. The effects of the curse while trivial are causing great problems. Example, the player speaks in tongues so no one can understand him/her

Fairy Tales

The PCs come to a new land and discover that everyone knows everything about them. They are hailed as celebrities, and not as heroes. They discover a young bard, who is also a witch has been telling tales of the PCs for the local children as fairy stories. She had no idea that her stories were based on the true lives of the characters. Adventure possibilities: The might be celebrities in the eyes of the youth of this land, but the parents think they are a menace. One group has even decried the stories as corrupting the youth. Now they have a target for all their hate. Biggest Fan: The PCs aren’t just popular with the children, some of the adults also love the stories; some, a little too much.

14:59: The storyteller finds that once the real life adventurers show up she is no longer needed or wanted. This most certainly will become a big problem for the once very famous and loved storyteller.

Journey to the Rock

The party is directed to the great Xothia of the Rock (See NPCs below) for advice. Great for dwarven characters.

Old City Lady

The old lady living in the small dark house has been their as long as any body remembers some say she is a witch others a necromancer or worst most think her a old lady who is starting to loose her mind. Adventure possibilities: When a witch hunter comes to town many have reason to fear even if they have committed no crime though at least in cities and other areas of civilization proof is required of something sinister. The PC’s could be hired not only to prove that the witch is a necromancer but also perhaps hired by the witch to prove her magic is only used for good. Either way it means the players gaining access to the witches house and making a judgment on what is good and evil.

Old Lady of the Woods

Everyone has heard about her, nearly everyone knows someone that has seen her perform magic, but really is the story with the old lady of the woods? Ideas: Use any one of these to flesh out this NPC. Who is she? The old lady is a good witch. The old lady is an evil witch. The old is some other type of spellcaster. The old lady is a hag. The old lady is completely mundane. What is she doing out there in the woods? She is waiting for children to wander by so she can eat them. She is protecting the local villagers from the things in the woods. She is protecting the woods from the villagers. She is investigating some portal to the lower planes so she can unleash a horde of demons. She is investigating some portal to the lower planes so she can seal it up. She just wants to be left alone. What about the villagers? They know who she is and fear her. They know who she is and respect her. They know who she is and don’t really care. They know who she is and are getting ready to aid her home.

Potion Mistress

A local noble has fallen ill to the plague and the only cure is held by three powerful witches who make up an infrequent coven, the pc’s not only have to convince


Liber Mysterium: Witch Stories the witches individually to meet but also gather the ingredients for the cure. Alternate: The witches are sisters who happen to be fighting amongst themselves over the love of the same man. Twist: One of the witch actually poisoned the noble and is going to set the other witches up for the fall.

She Bewitched Me

An alternate for the Witch Trial below. A local court case in which the prosecution claims a man murdered for money, claims he was bewitched by none other then the judges daughter, was the murder from witchcraft, beauty, love or as suspect simple greed.

Strange Brew

This one is so classic it is cliché. A witch, whose love was scorned by the handsome prince is dealing out love potions to all. Everyone is falling in love with the wrong person. Panic, confusion, fear and doubt rule the land. The PC’s, as being new to the town and not effected (yet) need to help bring order to the town. Twist: The prince actually loves the witch; it is the princess that is handing out the love potions to accuse the witch.

homes, but neither will say why. They have been lost for days and need the PCs to help. Background and Goal: Saillie and Teamhair are not only fleeing because they are witches, but also because they are lovers. The PC’s job is to get them to the safty of the Daughters of the Flame Coven.

The Exile

The PCs encounter a lone, young witch. Her hometown has thrown her out for her ‘devilworshipping’ ways. She wishes revenge, and tries to get the PCs to help her.

The Expert

In the course of adventuring the PCs come in contact with a powerful magical relic. It seems the only one who knows anything about it is this ancient witch. Alternate: The relic is cursed; only the witch can remove it. Alternate: The relic is cursed by the witch to lead it back to her via the party.

The Imbolc Challenge

The player’s witch is called to return to her coven. After centuries of looking, a new Imbolc Mage has been called. The trouble is not only do you know, but so do her enemies of old, The Scholmance. To add problems to this, once the witch returns home she discovers that the Imbolc Mage, the human manifestation of the Goddess’ fury, is a

The Call

Great for lower level adventures. One of the PCs hears the Call of the Goddess to become a witch. The trouble is something in standing in her way. What the obstacle is will depend on the party. Maybe she does not want to be a witch, or witches are outlawed. Maybe she does want to be a witch but has prior commitments to her family, church, party or other group. The character could also be a low level cleric or paladin and this is coming at a time where she is feeling a crisis of faith. Alternate: The potential witch is not a player character, but an NPC or someone close to the PCs.

The Lost

The PC’s encounter two women, Saillie and Teamhair (see NPCs below). They are fleeing their

nine year-old girl.

The Orphan

An orphan has come to live with the either the PC’s or a close friend or relative. The problem is the orphan is not at all what they seem. The child is beyond acting strange and you suspect that it might be a demon or some magical creation sent by a witch to kill its “parents”. Alternate: The PC’s while adventuring finds the orphan, he/she decides that they PC are heroes and wants their protection.


Twist: The orphan is magical, but not evil. He/She was sent to protect the PC’s from an evil warlock, bent on killing them. Works well if one of the players is a witch the warlock is after.

The Quester

She has stumbled upon the ways of the Witch (almost always a solitaire), and wants to learn more about it. She sees the PCs as a good way to help her on her quest. Alternate: An apprentice ‘wise woman’ approaches the PCs. Before she can take her mistress’ place in the village, she must continue her learning by broadening her knowledge beyond the boundaries of her village. Going with the PCs should do the trick.

The Witch Trial

Another classic, or cliché, storylines to spring on your players using a witch. One of the player’s characters is accused of witchcraft. The rest have till sunrise to free her. Complications can occur if the party is lawful good since breaking her out of jail would be a crime and magic is an offense punishable by death in this land. Twist: Instead of a PC it is a local woman accused of witchcraft and not an innocent at all, but a real malefic witch bent on harm. She is playing on the PC’s willingness to help.

Non-Player Characters

Here follows a few non-player character witches. These may be used in your game to add a bit of background to the witch or they maybe used as players. Use the witches below as NPCs in your own campaign, and adjust them, as you feel necessary. When using NPCs in your game, avoid using them as “supermonsters” or just as a simple source of information. Read the stories that these characters have appeared in, they should have the same depth of personality and motives as the Player Characters. Encounters with these characters should always be memorable.

Royrn, Xothia of the Rock

18th level Witch Dwarven Classical Tradition (Xothia) Dwarf Female “Where are we headed Jornek?” asked Tuir, a young hill dwarf of only 80 summers. They were walking in the rain up a mountain path, and Tuir hated the rain. “We are going to get answers.” repeated the older dwarf for what seemed like the thousandth time this morning. Jornek did not care for the rain either, but it was not as annoying as his young nephew’s constant complaining. Were he not his sisters son… “I thought we were going to go to the human city and seek out one of their sages?” replied Tuir.

Liber Mysterium: Witch Stories “That is what I wanted the clan to think.” came Jornek’s short reply. “We are going to see Royrn, the Xothia of the Rock.” Tuir stopped dead in his tracks. “A Xothia!” he cried out. “what could *she* possibly do? Except maybe to bewitch us and make us her slaves!” Jornek grabbed his young charge and pulled him back on to the path. “Put your lips together you fool. You have the tongue of a gnome but none of their sense! This is why I did not tell you or anyone. The Xothia of the Rock has been known to our clan for centuries. Our problem is magical, no human sage could understand!” Tuir was so quiet the rest the trip that Jornek almost regretted not telling him sooner. But soon enough they approached a small cave opening. Outside was small, but ornate gold gong. Jornek took the striker and hit the gong three times. Tuir looked at the gong quizzingly and then to Jornek. The older dwarf guessing his question only replied, “who would *dare* steal it?” Jornek then walked into the cave with a nervous Tuir close behind. The sight that met Tuir’s eyes was almost overwhelming. He had expected the cave to be dark, damp and gloomy, like a goblin’s hole, but instead it seemed, well more “elf” like. There were brightly colored lamps hanging from outcroppings in the walls that sent an array of colors everywhere. The floor was amazingly flat and clean. To the back of this chamber were several doors. But Tuir was not prepared for what, or rather who, he saw next. She was young, maybe no older than himself. She wore brightly colored clothes that were still dwarven style, but some how seemed more elfish. Her most striking feature to Tuir was her face. While she was obviously beautiful, she had no beard. Among his clan a woman without a beard had no prospects of finding a husband. This woman seemed not to care. “Merry Greetings, Jornek, Gornek’s son.” she said with a voice that sounded musical to Tuir’s ears. “Please do us the honor of your presence.” And with that she bowed slightly. “Greetings to you and may I return some of the hospitality that you show today.” Jornek said as he bowed even lower. “You’re the…the Xothia of the Rock?” Tuir stammered out. This got him a angry glare from Jornek, but a small musical laugh from the woman. “Not yet young Tuir, that honor belongs to my mistress and teacher. Come, she is waiting.” The followed the woman to another, even larger chamber filled with lights. Tuir was surprised to see a few other women, even a gnome woman. Most were writing in long scrolls, some were to busy starring at the new guests. Then an unbelievably old woman entered the room. The rest of the women snapped to attention, she made a motion with her hand and they all left. Like the first and the current old woman, none of the women had beards. She repeated the greeting to Jornek as the younger woman had, only she added his grandfather, great-grandfather and great-great grandfather as well. Jornek had bowed even lower than he had before, his great beard sweeping the floor. She then addressed Tuir. Jornek, as custom dictated, answered for his young charge. Tuir was too dazed to say anything or even move. It was


Liber Mysterium: Witch Stories not till he got a withering glance from the elder dwarf that he too bowed low. Finally the Xothia looked at Tuir, starring at him, or through him, as if to divine his need. She seemed to be unbelievably ancient to the young dwarf, and yet he still saw something in her eyes that spoke of youth. She addressed him in voice that reminded him of the echo of a subterranean pool. “Got yourself into a bit of trouble have we Tuir? Magic trouble no less.” She asked, but not waiting for an answer. “My, my quite a bit of trouble for one so young.” “He is a fool Xothia, were he not my sister’s son.” Jornek started but was cut short by the woman. To Tuir’s surprise, and he admitted delight, Jornek seemed quite taken aback at this. “It is the privilege of youth to be foolish, but the responsibility of the aged to be wise. If we wish not our younge ones to be fools then we must teach them.” She said without even looking at Jornek. In their clan no one would have silenced Jornek as if her were child. But no one in their clan was the Xothia either. “Now young Tuir” she continued “will you allow a old woman the chance to help and maybe even teach you a thing or two about this world?” Royrn began her life much like every other dwarven woman, she was taught the ways of the dwarven home and hearth, how to raise children and how judge a man by his proper qualities in producing good offspring and how to provide for them. As a member of the noble class, Royrn’s husband had been chosen on the day of her birth. She felt fortunate that this man was not only from a well respected, honorable and wealthy family, but he also seemed to be a good and caring man. She even felt that in time she could grow to love this man, which would mean she had fared better than her sisters. One in a loveless marriage and the other in a marriage to man that could not support her or her children, a crime by dwarven standards. A man that could not provide was no man in dwarven society, her sister’s trouble was she loved him. When Royrn was approaching her 30th year time was near for her coming of age ceremony. She had become to get concerned. She was 30, still very young by dwarven standards, but no sign of her first beard had shown. If she were not already betrothed, she would have been worried. All of her friends had developed their beards, even her sisters had by the time they were 30. Royrn was married soon after and her husband did not disappoint her. He kept his duties to provide a good home and she set out on her own task of be the new matriarch of his clan. She brought two sons and three daughters into the world and her husband became a wonderful father. Then one day she received a visitor. Much to her horror and dismay her visitor was a Xothia. Xothia were respected, but feared in dwarven culture. And this one was telling Royrn that her fate was not with a husband, children and a place in dwarven society, but outside of it as a Xothia.

Royrn kicked the old, but beardless woman out of her home. She respected her elders as a good dwarf should, but no one told her what she could do in her own home. The woman only smiled, even at the indignanty of being forced out, and told her Royrn would be coming to her soon. Royrn did all she could to forget the encounter. As the years passed Royrn became highly respected in her new clan as a woman of both character and determination. As she approached her 45th year Royrn began to feel discontent in her life. She new something was missing, yet she could not tell what. Now even her husband was beginning to notice her lack of beard and she could not help but think back more and more to her visitor, the Xothia. Her discontent must have been more obvious than she thought, her husband came to her and asked to seek out the Xothia for advice. She was about to protest when he told her that the Xothia had come to him as a child and told him one day he would be wed to a woman of extreme will and power, he thought at the time she meant wealth, but now he felt different. He told her that his clan had trusted the Xothia for untold generations. He would abide by her recommendations, but what he wanted was his wife to be at peace. Royrn, praising her luck at finding a good and understanding husband made arrangements for her younger sister to act as governess of her home and children and she sought out the Xothia. What Royrn discovered there she never related to anyone. All that is known is some 50 years later, Royrn returned home. Her homecoming was timed with a war. The local goblin population had raided the dwarven settlement for ages, but never has there been all out war. That was until the goblins became organized and started fighting smarter. A new leader had risen, one with human blood in his veins. He was clamoring for open war with the dwarves. Both armies had gathered in a large subterranean cavern. The battle was going to be bloody and the outcome was uncertain, but both sides had made up their minds to war. The battle changed when Royrn returned. She was older, no doubt, and there was something different about her, she still did not have a beard, but she carried herself in a manner that told of her inner power. She walked, amongst the whisperings of the troops, right up to the dwarven general. She asked him for a minute of council, and to everyone’s surprise he granted it. After talking she walked into the open towards the goblin army. She spoke and her voice echoed throughout the caves like thunder. “Goblins of the Bloodied Fist tribe! You invade our lands to take what is ours. Return now to your holes or you will die on this day!” The goblins seemed taken aback until their leader began laughing. He was nearly as tall as a man and a wide as an orc. “What woman gives me an order!” He cried back.


Liber Mysterium: Witch Stories Racial Features: Darkvision 60 ft. *+2 to saves vs. Poison, *+2 to saves vs. Spells and Spell-like effects, +4 to Dodge against Giants, +2 to appraise checks, +2 to Craft checks, Class Features: Summon Familiar, Occult Powers, Create Talisman feat Spells Known: (+coven spells, *wisdom bonus) 0: 6, 1: 5+1 *2 , 2: 5+1 *2, 3: 5+1 *1, 4: 5+1 *1, 5: 4+1 *1, 6: 4+1 *1, 7: 3+1, 8: 2+1, 9: 1+1 Spells Typically Prepared: 0 level: Arcane Mark, Cure Minor Wounds, Dancing Lights, Detect Magic, Guidance, Read Magic. 1st Level: Bless, Command, Cure Light Wounds, Endure Elements, Identify, Protection from Evil, Sonic Blast, Magic Stone+ 2nd Level: Aid, Broca’s Curse of Babble, Consecrate, Detect Thoughts, Enthrall, Locate Object, Mind Obscure, Soften Earth and Stone+ 3rd Level: Continual Fire, Dispel Magic, Elemental Armor, Major Image, Suggestion, Witch Writing, Stone Shape+ 4th Level: Cleanse, Divination, Intangible Cloak of Shadows, Masque, Polymorph Self, Scrying, Spike Stones+ 5th Level: Dismissal, False Vision, Major Creation, Primal Scream, Sending, Wall of Stone+ 6th Level: Find the Path, Legend Lore, Permanency, True Seeing, Wave of Mutilation, Stone Skin+ 7th Level: Control Weather, Dominate Person, Planar Binding, Earthquake+ 8th Level: Discern Location, Symbol, Iron Body+ 9th Level: Foresight, Elemental Swarm (Earth) + (+ indicates Coven Spell)

“I am Roryn. Xothia of this clan. I am it’s defender and if needs be your executioner.” This got whispers among both armies. Not to be forced into loosing face to a woman, the goblin leader motioned to his bowmen. An arrow was sent across the cavern directly to Royrn. Royrn held up her hand and the arrow harmlessly bounced off an invisible shield she had magically erected. Reports conflict, but it is said that she then raised her double bladed axe and struck the ground with it. The earth changed to be like water and swallowed up the screaming goblins before becoming solid again. Others say that earth elementals came up out of the stone and smashed the goblin army. In any case it was known that no goblin survived and no dwarf, other than Royrn, lifted a weapon that day. Royrn returned to the Rock that day. But not before releasing her husband from his marriage duty to her. He had fallen in love with her younger sister anyway. She bid her own grown children farewell. She told them and the entire clan she would be watching and would come again in their hour of need. Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: HD/HP: AC (normal/flatfooted/touch): Melee: Ranged: Initiative: Speed:

Base 12 13 19 18 22 16

Bonus +1 +1 +4 +4 +6 +3

118 hp

Feats/Special Powers: Feats: Alertness, Charm Resistance, Craft Magic Candle, Craft Magic Circle, Craft Wondrous Item, Extend Spell, Fear Resistance, Iron Will, Scribe Scroll, Silent Spell. Occult Powers: Minor: Immune to Fear. Medial: Spirit of Gaea (Earth).

11/10/10 +10/+5 +10/+5 +1 20’

Fortitude: Reflex: Will: Face: Alignment: Size:

+6 +6 +11 5’ CG M

+4 +1 +6


Patron: Race/Gender: Height: Weight: Eyes: Hair: Age:

The Earth Mother Dwarf Female 4”1’ 127 lbs Black Black, w/ gray streaks At least 300 years old

Languages Known: Draconic, Dwarven, Gnomish, Goblinoid, Human Common, Common, Terran.

Skills: Knowledge (Witchcraft) +23, Spellcraft +22, Knowledge (Arcana) +21, Knowledge (Occult) +19, Concentration +18, Craft (stonework) +16, Scry +15, Profession (Mid-wifery) +14, Alchemy +13, Appraise +12, Heal +12, Sense Motive +12, Spot +11, Intimidate +9, Intuit Direction +9, Meditative Trance +8, Climb +7, Diplomacy +7, Hide +4

Serith Greenleaf

11th level Witch, Faerie Tradition, Astral Touched Coven Elf Male Elven, Under

Serith Greenleaf is a leading scholar of his coven, Astral-Touched, dedicated to worshipping Luna, the Goddesses’ aspect of the moon. His coven secretly runs


Liber Mysterium: Witch Stories a university, where leading scholars from the world teach. He is extremely well versed in most subjects, but takes specail interest in Astronomy and Astrology. While certainly he’s earned his reputation as a hard teacher, Serith is well liked by his students, though is seen as eccentric at times. He is known for his sense of humor and ability to poke fun at himself at times. He’s often humble, though he is definitely confident in his abilities. In his spare time he is known to write poetry. The few people who have had the privilege of reading find that long ago a lover left him due to a rivals conspiracy, and Serith still longs for her. When casting his spells, Serith uses his special staff, a normal wooden staff with a silver ball on one end and a gold ball on the other. Most offensive spells focus on the gold, or sun, side of the staff. Healing and defensive spells focus on using the silver, or moon, side of the staff. His divination spells focus on the twirling of the staff, representing the passage of time and space. All witches of his coven use similar means of casting their spells. The staff can also be wielded as a quarterstaff. The gold staff has the solar property, while the silver side has the lunar property. Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma:

11 16 10 18 19 15

+ +3 + +4 +4 +

HD/HP: AC (normal/flatfooted/touch): Melee: Ranged: Initiative: Speed:

22 Hp 13/10/13 + + +3 30

Fortitude: Reflex: Will: Face: Alignment: Size:

+4 +6 +13

Patron: Race/Gender: Height: Weight: Eyes: Hair

Luna Elf Male 5’5” 120# Violet White


Languages Known: Draconic, Dwarven, Elven, Gnomish, Goblinoid, Human Common, Sylvan, Terran.

Class Features: Summon Familiar, Occult Powers, Create Talisman feat Racial Features: Immunity to sleep, Skill Bonus (Knowledge: Astronomy), Spells, High Secret Order (Knowledge), Automatic Search check if within 5’ of secret/concealed door, save +2 vs enchantment spells (2); Vision: Low-light,Normal *Quarterstaff +0/-4/-9 (1d6/1d6 20/x2/2 Both L) or *Quarterstaff (Head 1 only) +6 / +1 0’/B (1d6 20/x2 Both L, +1d6 during the day ) or *Quarterstaff (Head 2 only) +6/+1 0’/B (1d6 20/x2 Both L, +1d6 during the night ); Skills and Feats: Alchemy +18, Concentration +14, Knowledge (Arcana) +18, Knowledge (Law) +11, Knowledge (Literature) +11, Knowledge (Astronomy) +23, Profession (Astrologer) +18, Profession (Scribe) +18, Sense Motive +11, Spellcraft +18; Simple Weapon Proficiency, Create Talisman, Astromancy (+6 bonus to Spell DC and +4 saving throws during Lunar Eclipse), Skill Focus (Knowledge: Astronomy), Combat Casting, Craft Wondrous Items, Craft Wands, Quicken Spell, Craft Staff Possessions: 0 Outfit (Scholar’s), 1 Quarterstaff, 1 Robe of Stars Spells Known: (+coven spells, *wisdom bonus) 0: 6, 1: 4+1, 2: 4+1, 3: 3+1, 4: 3+1, 5: 2+1, 6: 1 *1 Spells Typically Prepared: 0 level: All. 1st Level: Bane, Bless, Charm Person, Comprehend Languages, Ghostly Slashing, Hypnotism, Minor Image, Sleep, Sonic Blast, Summon Monster I. 2nd Level: Aid, Detect Thoughts, Air Walk, Magic Circle Against Evil, Mind Obscure, Whispering Wind. 3rd Level: Astral Sense, Continual Fire, Major Image, Speak With Dead, Spirit of Avalon, Wind Wall. 4th Level: Charm Monster, Clense, Intangible Cloak of Shadows, Lesser Planar Ally, Polymorph Self. 5th Level: Blade Resistance, Dreadful Bloodletting, Major Creation, Sending. 6th Level: Legend Lore, Moonbow


2nd level Cleric / 5th level Witch, Classic Tradition (Celtic), Daughters of the Flame Coven Human Female Saillie (“SAY-lee”) grew up in a family where business came before family or even love. Her father had made no secret his desire for a son and his wife made no secret of her desire never to become a mother again. So Saillie found solace in books and writing. All things different than her own mundane life fascinated her. When she got older she looked at her limited options in life. She could be like her mother and become stuck in a


loveless marriage and a meaningless existence, or she could join the Abbey in Glastonbury. At least with the former option she would have the chance to be surrounded by books. She found that in the Abbey yes, books surrounded her, but she also had a patriarchal tyrant ruling over her that despised her for her knowledge. At least hear father had nurtured her intelligence when he noticed. One day this all changed when she spied a “fairy woman” in woods. She had heard the other nuns whisper stories about a group of witches that lived in the wood and did unspeakable things. But to Saillie this girl, Teamhair, was not a hideous witch. She was a funny and wise girl of her own age. The two became great, but secret friends. They would often meet to discuss many things, their lives, their troubles and soon they were learning magic. Teamhair taught Saillie the secrets of her craft. They shared a laugh that Teamhair was every bit the witch that the nuns feared, they just didn’t know what a witch was. Saillie taught Teamhair how to read and write, first English and then Latin. The first thing that Teamhair read to Saillie was I Corinthians 13, it brought her to tears. Their secret was short lived. Both girls were discovered. Teamhair had to return to the wood, but Saillie was thrown in a dungeon. The Abbot, long looking for an excuse to rid himself of Saillie had her charged with witchcraft, a charge she couldn’t deny, but it did save her from being tortured. The Abbot had her inspected head to toe in the most violating manner possible searching for a witch’s mark. To his anger he not only did not find any, but discovered that she was also still a virgin. He ordered her immediate execution, death by hanging as was the law at the time. In the morning Saillie went to the gallows. She was sad, not that she was going to die, but that would never get to see Teamhair again or apologize to her for getting her into trouble with her mother. Just as the executioner was ready to carry out the sentence that would end her life Saillie did something she had never done before; she said a small prayer to the Goddess. She fell and expected the rope, and her life, to stop in an instant. Instead she crashed to the ground in a lump. The rope had been shot with an arrow. Before she could praise her luck she felt herself scooped up by Teamhair on her horse. In the ensuing chaos the girls rode out into the wood where they lost their pursuers. Teamhair initiated Saillie into the secrets of witchcraft that night. In the morning both girls left England with Teamhair’s mother’s blessings. They now live in Kildare, Ireland where they have joined the Daughters of the Flame coven. Saillie is becoming a rather powerful witch in her own right though she still keeps many of the beliefs she had had as a nun. Saillie summoned a familiar once she became settled in Kildare. To everyone’s surprise the familiar the

Liber Mysterium: Witch Stories Goddess chose for her was a wolf. This wolf, named Cú Chuliann after the great Irish hero, is fiercely loyal to Saillie. He does not allow anyone but Teamhair to come close to her. Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: HD/HP: AC (normal/flatfooted/touch): Melee: Ranged: Initiative: Speed:

Base 9 11 11 18 16 17

Bonus -1 0 0 +4 +3 +3

28 hp 10 +4 +4 +0 30

Fortitude: Reflex: Will: Face: Alignment: Size:

+5 +1 +7 5’ LG M

Patron: Race/Gender: Height: Weight: Eyes: Hair: Age:

Brigit Human Female 5’3” 100# Green Red 19

Languages Known: English, Gaelic, Greek, Hebrew, Italian, Latin Racial Features: Bonus feat, +1 skill point per level Class Features: Turn Undead, Summon Familiar, Create Talisman feat Spells Known: Witch: 5 (0), 5 (1), 4 (2), 4 (3). Cleric: 4 (0), 3 (1) Spells Typically Prepared: 0 level Witch: Arcane Mark, Ghost Sound, Mending, Resistance,Virtue 1st Level Witch: Cure Light Wounds, Dowse, Identify, Glamour, Sanctuary*. 2nd Level Witch: Broca’s Curse of Babble, Invisibility, Levitate, Protection from Elements* 3rd Level Witch: Fly, Lesser Strengthening Rite, Witch Wail, Shield Othe* (* indicates Coven Spell) 0 level Cleric: Cure Minor Wounds, Detect Magic, Guidance, Light 1st Level Cleric: Bless, Comprehend Languages, Obscuring Mist, Endure Elements (Cold only). Feats/Special Powers: Turn Undead, Familiar powers (+2 to Fort Saves) Feats: Extra Turning, Communal Casting, Craft Wondrous Item, Craft Magical Candle


Liber Mysterium: Witch Stories Skills: Knowledge (Religion) +15, Knowledge (Arcana) +15, Spellcraft +15, Concentration +10, Heal +13, Diplomacy +11, Knowledge (Witchcraft) +12, Scry +10, Profession (Fortune Teller) +7, Meditative Trance +5 Animals: Cú Chuliann (Wolf, Familiar). Medium Sized Animal. HD 7d8* (14 hp). Initiative: +2 (DEX). Speed: 50ft. AC: 18 (natural +2, dex +2, familiar +4). Att: Bite +3. Dmg: 1d6+1. F/R: 5ft by 5ft/5ft. SpAttacks: Trip. SpQualities: Scent. Saves: Fort +5, Ref +5, Will +7. Abilities: Str 13, Dex 15, Con 15, Int 9, Wis 12, Cha 8. Skills: Hide +3, Listen +6, Move Silently +4., Spot +4, Wilderness Lore +1 (+4 racial bonus). Feats: Weapon Finesse (bite). Alignment: Neutral (Lawful Good to Saillie and Teamhair). Special Abilities (Familiar): Alertness, improved evasion, share spells, empathic link, touch, Speak with Master, Speak with other wolves. Appearance: Cú is a smallish for a wolf, but still as large as a dog. His fur is dark russet and his eyes are yellow. He is fiercely loyal to Saillie, even beyond that of a normal familiar. He has told Saillie that the Goddess had sent him to her to be her protector. He claims that it is the role he has had in this life and many of their past lives. He trusts Teamhair but is weary of everyone else.


7th level Witch, Classic Tradition (Celtic), Daughters of the Flame Coven Human Female Teamhair (“TOHR”) grew up in the relative peace and quite of the countryside of England in 550 CE. She practiced her craft, which she learned from her mother, Deirdre, and grandmother. She expected that she would also follow in their craft and become High Priestess like her mother had. Her tranquil world was broken when she was chosen to participate in the Great Rite during annual Beltane celebration. Teamhair did not want to participate, she knew it was a great honor and one her own mother had participate in to conceive her, but she did not want this for herself. Lacking the courage, at first, to stand up to her mother and to tradition, Teamhair would steal away to be alone with her thoughts. It was on one of these trips that she met Saillie. Saillie was a nun at the Abbey in Glastonbury. When Teamhair had found her she had become separated from the other nuns. Teamhair had always assumed that the nuns were all old women that no man would want. She was very surprised to find that Saillie was not only her own age, but quite attractive and very intelligent. Teamhair also sensed that the girl had a hidden reserve of her own magic. The two girls became fast friends. Both would sneak away from their respective religious duties to meet.

Teamhair taught Saillie all about witchcraft and Saillie taught her how to read and write. The first thing that Saillie taught her to read was the Bible (she lived in an Abbey after all). Their secret rendezvous were discovered on both sides. Teamhair’s mother forbade her from seeing the young nun again. Saillie faired worse and was put on trial for witchcraft. Teamhair discovered this and she prepared to leave to rescue her. Her mother interceded, but Teamhair stood her ground. Deirdre saw the resolve in her daughter’s eyes. She released her, not only to save Saillie, but also from participating in the Beltane rite. Harnessing her fastest horse, Teamhair rode to the Abbey. It was dawn and they were preparing to hang Saillie. Teamhair took her longbow and whispering a prayer to the Goddess to steady her hand she shot and cut the rope that would have ended Saillie’s life. Riding in she scooped up Saillie in the confusion and rode off. Teamhair and Saillie, now a witch in her own right, have since moved on, with her mother’s blessing, to Kildare where they have joined the Daughters of the Flame. Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma:

Base 12 9 12 16 18 16

Bonus +1 -1 +1 +3 +4 +3

HD/HP: AC (normal/flatfooted/touch): Melee: (sword) Ranged: (long bow) Initiative: Speed:

30 hp +4 +2 -1 30

Fortitude: Reflex: Will: Face: Alignment: Size:

+3 +1 +9 5’ LG M

Patron: Race/Gender: Height: Weight: Eyes: Hair: Age:

Brigit Human Female 5’5” 125# Blue Blond 20


Languages Known: Speak: Gaelic, English, Latin, Sidhe. Write/Read: Latin, English Racial Features: Bonus feat, +1 skill point per level


Liber Mysterium: Witch Stories Class Features: Summon Familiar, Occult Powers, Create Talisman feat Spells Known: (+coven spells, *wisdom bonus) 0: 6, 1: 5+1, 2: 5+1, 3: 4+1, 4: 2+1 Spells Typically Prepared: 0 level: Arcane Mark, Cure Minor Wounds, Dancing Lights, Daze, Guidance, Light. 1st Level: Bless Growth, Change Self, Dowse, Pop Corn, Sanctuary+. 2nd Level: Calm Emotion, Consecrate, Levitate, Locate Object, Protection from Elements+ 3rd Level: Astral Sense, Continual Fire, Shield Other+, Spirit of Avalon 4th Level: (+ indicates Coven Cleanse, FireShield+ Spell)Feats/Special Powers: Feats: Communal Casting, Craft Wondrous Item, Mounted Archery, Mounted Combat Occult Power: Of The Land Notes: Teamhair has only recently learned to read. She will not be caring any scrolls. She only can speak her native tongue (Gaelic) but not write it. Also, like many witches raised in this area, Teamhair believes she has some Sidhe blood in her veins. Skills: Knowledge (Witchcraft) +14, Heal +14, Profession (Herbalist) +14, Profession (Midwifery) +12, Spellcraft +11, Craft (Weaving) +10, Knowledge (Nature) +10, Knowledge (Religion) +9, Profession (Fortune Telling -Chiromancy) +8, Handle Animal +6, Riding (Horse) +4, Animals: Rhiannon (Horse, Light, Mount). Large Sized Animal. HD 3d8+6 (21 hp). Initiative: +1 (DEX). Speed: 60ft. AC: 13 (natural +3, dex +1, size -1). Att: 2 hooves +2. Dmg: hoof 1d4+1. F/R: 5ft by 10ft/5ft. SpQualities: Scent. Saves: Fort +5, Ref +4, Will +2. Abilities: Str 13, Dex 13, Con 15, Int 4, Wis 12, Cha 7. Skills: Listen +6, Spot +4. Alignment: Neutral (devoted to Teamhair). Rhiannon is a white mare that has been with Teamhair since both were very young. Teamhair is so devoted to her that she has chosen not to summon a familiar and no other animal could take her place in her heart.


Liber Mysterium: Witch Stories


Liber Mysterium: The Witch Team

The Witch Team “Are you a good witch or a bad witch?” Glenda the Good Witch to Dorothy Gale of Kansas. The Wizard of Oz, Frank L. Baum


ere reads the roll of those who have contributed, aided or otherwise helped with this project. We all have shared in the creation document, and it could not have been done with out everyone. When a particular project is listed that person either wrote the original version or had significant input into its development. Everyone has, in one way or another, contributed to each part of this book.

Main Contributors Timothy S. Brannan [emailprotected] FANCC Contributor ID #40 Project Leader, Lead Designer. “I started this work on the witch class off and on some 10 years ago. Since that time I have released three netbooks that have gotten praise from all over the net. Working with a team this time was a great experience. I had to learn to give up a bit of a project that had been solely mine for more than two years. I have been forced to rethink the way I did things and why I did them that way. In the end I feel that this project only benefited from it”. Dominique Crouzet [emailprotected] FANCC Contributor ID #31 Liaison to the Netbook of Classes Team. Author of the Witch Finder/Hunter Prestige Class. Gave advice on the classes and was instrumental in keeping our classes as balanced as they could be. Ravenscyre Grey Daegmorgan [emailprotected] FANCC Contributor ID #61 Subject Matter Expert – Witch and Pagan practices Author of the Witch-knight Prestige Class and artist. Zdravko Ikica [emailprotected] FANCC Contributor ID #75 Authored the ‘Craft of the Wise Tradition’. Also did extensive work on the base witch class.

[emailprotected] [emailprotected] FANCC Contributor ID #83 Liaison to the Netbook of Classes Team. Author of the Malefic Witch Tradition Debra L. Ruh [emailprotected] FANCC Contributor ID #66 Subject Matter Expert – Witches in RPGs. Extensive proofreading and content checking. “A not-so-serious gamer who likes horror and who reads way too many mystery and romance novels, Debby has been playing RPGs. since 1980 and playing and writing LARPs since the early 90’s. She’s been a long time member of the Philadelphia Science Fiction Society and hopes to win the lottery so she can quit her serious day job and become a professional loafer”. Brendan Quinn [emailprotected] FANCC Contributor ID #02 Assistant Project Leader Authored the Warlock class, most of the feats and many of the traditions. Provided much of the support and editing to the current release. Rod Thompson, aka Nikolai [emailprotected] FANCC Contributor ID #63 Subject Matter Expert – Witches and Pagans Helped us shape the initial views of what a witch is and is not. Extensive playtesting.

Other Contributors Lisa Countryman Author. Developed the original Imbolc Guard, Imbolc Mage and its history. Also worked as a subject matter expert on witches and pagans and provided grammar checking. Michael Filkin Help develop the spell lists for the witch, re-developed the hedge-witch and adept NPC classes. Garner Johnson Editor and author. Worked on final versions of most prestige classes and worked out some playability issues.

Duane Nutley


Liber Mysterium: Game Licenses

Game Licenses OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use,” “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 5. 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You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. 8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. 9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.


Liber Mysterium: Game Licenses 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson. “Witch-finder” Copyright 2003, DominiqueCrouzet. “Witch Knight”, Copyright 2001, Ravenscyre Grey Daegmorgan Ritual Magic rules from Relics & Rituals Copyright 2001, Clark Peterson, Sword and Sorcery Studios “Divine Dominion” and “Greater Divine Dominion”, Copyright 2001 Bradely H. Bemis “Extra Familiar”, Copyright 2001 Paul King “Leprechaun” from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on original material by Gary Gygax. “Poppet” and “Create Poppet” from Liber Bestarius, Copyright 2002, Eden Studios Additional non-OGC permission granted by Eden Studios May 27th, 2003. Liber Mysterium: The Netbook of Witches and Warlocks is Copyright© 2003, Timothy S. Brannan and the Netbook of Witches Team. All content is considered open for the Open Gaming License, unless otherwise noted. But it is not public domain. Permission is granted to make and redistribute copies of this document as long as this copyright page remains intact.

The d20 System® License version 5.0 1. Copyright & Trademark: Wizards of the Coast, Inc. retains title and ownership of the d20 System trademark logos, the d20 System trademark, and all other copyrights and trademarks claimed by Wizards of the Coast in The Official Wizards of the Coast d20 System Trademark Guide found at (the “d20 System Guide”), incorporated here by reference. 2. License to use: You are hereby granted the non-transferable, non-exclusive, non-sublicensable, royalty-free license to use the d20 System trademark logos, the d20 System trademark, and certain other trademarks and copyrights owned by Wizards of the Coast (the “Licensed Articles”) in accordance with the conditions specified in the current version of this License and the d20 System Guide. 3. Agreement not to Contest: By making use of and/or distributing material using the d20 System trademark under the terms of this License, You agree not to contest the ownership of the Licensed Articles. 4. Quality Standards: The nature of all material You use or distribute that incorporates the Licensed Articles must comply with all applicable laws and regulations, as well as community standards of decency, as further described in the d20 System Guide. You must use Your best efforts to preserve the high standard and goodwill of the Licensed Trademarks. In order to assure the foregoing standard and quality requirements, Wizards of the Coast shall have the right, upon notice to You, to review and inspect all material released by You that uses the Licensed Articles. You shall fully cooperate with Wizards of the Coast to facilitate such review and inspection, including timely provision of copies of all such materials to Wizards of the Coast. Wizards of the Coast may terminate this License immediately upon attempted notice to you if it deems, in its sole discretion, that your use of the Licensed Articles does not meet the above standards. 5. Termination for Breach: In the event that You fail to comply with the terms of this License or the d20 System Guide, You will be considered to be in breach of this License. Wizards of the Coast will attempt to notify you in writing by sending a letter to the address listed on the most recent Confirmation Card on file, if any. You will have 30 days from the date of the notice (the “cure period”) to cure the breach to the satisfaction of Wizards of the Coast. If no


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Art Credits and Copyrights Daniel Brannan, [emailprotected], Pages 22, 37, 46, 48, 60, 85, 90, 114, 119, 124, 133, 145, 157, 158, 161, 167, Copyright 2003. Dominique Crouzet, [emailprotected], Pages 65, 149, Copyright 2002. Ravenscrye Grey Daegmorgan, [emailprotected], Pages 20, 71, 108, 144, Copyright 2003. Aitor Gonzalez, [emailprotected], Pages 17, 78, 151, Copyright 2003. Nichole Marie Grubb, [emailprotected], Pages 14, 24, 29, 44, 49, 63, 68, 80, 88, 155, 166, 173, 178, Copyright 2000. Carrie Hall, [emailprotected], Page 8, Copyright 2001. Tommie Leijs, [emailprotected], Page 35, Copyright 1999. Daniel Rosenberg, [emailprotected], Page 169, Copyright 1999. Public Domain images and woodcuts, Pages 39, 54, 56, 111, 115.


Liber Mysterium: References

References Anonymous. (1974). Encyclopedia of Witchcraft and Demonology. Octopus Books Ltd.: London. ISBN 07064-0395-9 Ashley, Leonard R. N. (1996). The Complete Book of The Devil’s Disciples. Barricade Books Inc. : New York Buckland, Raymond. (2002). The Witch Book. The Encyclopedia of Witchcraft, Wicca and Neo-paganism. Visible Ink Press: Detroit. ISBN 1-57859-114-7 Cabot, Laurie. (1989). The Power of the Witch. Delaorte Press: New York. ISBN: 0-385-29786-6 Coulter, Charles R. & Turner, Patricia. (2000). Encyclopedia of Ancient Deities. McFarland & Company, Inc.: Jefferson, NC, and London. ISBN: 0-7864-0317-9 Green, Miranda J. (1997). The World of the Druids. Thames and Hudson Ltd, London: London; New York. ISBN 0-500-05083-X Finlay, Anthony (1999). Demons! The Devil, Possession & Exorcism. Blandford Books: London. ISBN 07137-2720-9 Freke, Timothy & Gandy, Peter. (1997). The Hermetica. The Lost Wisdom of the Pharaohs. Penguin Putnam Inc.: New York. ISBN: 0-87477-950-2 Froud, Brian and Lee, Alan. (1978). Faeries. Rufus Publication, Inc. Harry N. Abrams, Inc.: New York. ISBN: 0-8109-0901-4 Gilbert, R. A. (1997). The Golden Dawn Scrapbook: The Rise and Fall of a Magical Order. Samuel Weiser, Inc.: York Beach, Maine. ISBN: 1-57869-037-1 Guiley, Rosemary Ellen. (1999). The Encyclopedia of Witches and Witchcraft: Second Edition. Checkmark Books: New York. ISBN 0-8160-3848-1 Grimassi, Raven (2000). Encyclopedia of Wicca & Witchcraft. Llewllyn Publications: St. Paul, MN. ISBN: 156718-257-7 K., Amber (1998). Covencraft, Witchcraft for 3 or more. Llewellyn Publications: St. Paul, MN. ISBN 1-56718018-3 Kaye, Marvin, Eds. (1989). The Penguin book of Witches and Warlocks, tales of black magic old and new. Penguin Books: New York. ISBN 0-14014991-0 Lehane, Brendan. (1984). The Enchanted World: Wizards and Witches. Time-Life Books: Alexandria, VA. ISBN 0-8094-5204-9 McIntosh, Chistopher. (1997). The Rosicrucians: The History, Mythology, and Rituals of an Esoteric Order. Samuel Weiser, Inc.: York Beach, Maine. ISBN: 0-87728-920-4 Michelet, Jules (1995). Witchcraft, Sorcery, and Superstition. Citadel Press, Carol Publishing Group: New York. Netzley, Patricia D. (2002). The Greenhaven Encyclopedia of Witchcraft. Greenhaven Press, Inc., San Diego, CA. ISBN: 0-7377-0437-3


Liber Mysterium: References Ogden, Tom (1997). Wizards and Sorcerers: from Abracadabra to Zoroaster. Checkmark Books (Facts on File): New York. ISBN: 0-8160-3152-5 Pickering, David (1996). The Cassell Dictionary of Witchcraft. Sterling Publishing Co.: New York. Ramsland, Katherine. (1994). The Witches’ Companion. Ballantine Books: New York. ISBN: 0-345-38947-6 Ravenwolf, Silver. (1999). To Ride a Silver Broomstick: New Generation Witchcraft. 14th Printing. Llewellyn Publications: St. Paul, MN. ISBN: 0-87542-791-X York.

Robbins, Rossell Hope (1959). The Encyclopedia of Witchcraft and Demonology. Crown Publishing: New Rolleston, T. W. (1917). Celtic Myths and Legends. Dover Publications Inc.: New York ISBN 0-486-26507-2

Roob, Alexander. (1997). The Hermetic Museum: Alchemy & Mysticism. Taschen: Köln, Germany. ISBN: 382288-653-X Stewart. R. J. (1990). Celtic Gods, Celtic Goddesses. Blandford: London. ISBN: 0-7137-2108-1 Stewart. R. J. (1996). Celtic Myths, Celtic Legends. Blandford: London. ISBN: 0-7137-2621-0 Time Life Books (1990). Witches and Witchcraft, part of the Mysteries of the Unknown series. Constable, G., Editor. Time-Life Books: Morristown, NJ. ISBN: 0-8094-6392-X. Van Scott, Miriam. (1998). Encyclopedia of Hell. St. Martin’s Press: New York. ISBN:0-312-18574-X Whitcomb, Bill (1993). The Magician’s Companion. Llewellyn Publications: St. Paul, MN. ISBN: 0-87542-868-1


Liber Mysterium: Index

Index Fertility Domain Bless Growth..............................................................134 Control Outcome of Birth .......................................136 Crossbreed..................................................................137 Lust..............................................................................133 Magickal Conception.................................................145 Magickal Creation......................................................146 Make Fertile................................................................146 Strength to the Unborn ............................................135 Youthful Vigor...........................................................154 Moon Domain Astral Projection ........................................................132 Bestow Curse .............................................................134 Curse of Lycanthropy ...............................................138 Divine Power .............................................................139 Etherealness ...............................................................141 Insanity........................................................................143 Moon Stone................................................................148 Moonbow ...................................................................147 Owl’s Wisdom............................................................148 Spells Air Walk......................................................................131 Analyze Magic ............................................................131 Arctic Grasp ...............................................................132 Astral Projection ........................................................132 Astral Sense ................................................................132 Aura Manipulation.....................................................133 Babble .........................................................................133 Beguile.........................................................................133 Bestow Curse .............................................................134 Biting Blade ................................................................134 Blade Resistance ........................................................134 Bless Growth..............................................................134 Blight Growth ............................................................134 Bounty.........................................................................135 Broca’s Curse of Babel..............................................135 Bull of Heaven ...........................................................135 Cleanse ........................................................................136 Clothes of the Emperor............................................136 Continual Fire ............................................................136 Control Outcome of Birth .......................................136 Create Poppet.............................................................136 Crossbreed..................................................................137 Curse of Lycanthropy ...............................................138 Dance Macabre ..........................................................138 Death Armor..............................................................138 Discord .......................................................................138 Divine Power .............................................................139 Dowse .........................................................................139 Dreadful Bloodletting ...............................................139 Ears of the Bat ...........................................................139 Elemental Armor.......................................................140 Endless Sleep..............................................................140

Enhanced Taste......................................................... 140 Escape of the Snake.................................................. 140 Etherealness............................................................... 141 False Memory ............................................................ 141 Famine ........................................................................ 141 Feral Spirit.................................................................. 141 Ghostly Slashing........................................................ 142 Glamour ..................................................................... 142 Grasp of the Endless War........................................ 142 Guard Watch ............................................................. 142 Hallow ........................................................................ 142 Hold Winds................................................................ 143 Holy Steed.................................................................. 143 Immunity.................................................................... 143 Insanity ....................................................................... 143 Intangible Cloak of Shadows................................... 143 Itchweed..................................................................... 144 Lesser Strengthening Rite ........................................ 144 Lethe ........................................................................... 145 Magic Circle Against Fire/Water/Cold/Air/Earth .............................. 145 Magickal Conception ................................................ 145 Magickal Creation ..................................................... 146 Make Fertile ............................................................... 146 Martyr’s Cry ............................................................... 146 Masque........................................................................ 147 Mind Obscure............................................................ 147 Minor Fighting Prowess........................................... 147 Moon Stone ............................................................... 148 Moonbow................................................................... 147 Mystic Sleep ............................................................... 148 Owl’s Wisdom ........................................................... 148 Phantasmal Spirit....................................................... 148 Phantom Lacerations................................................ 148 Pop Corn.................................................................... 149 Primal Scream............................................................ 149 Quick Sleeping........................................................... 149 Quick Wakening........................................................ 149 Rite of Remote Seeing.............................................. 150 Shattering the Hourglass .......................................... 150 Shriek .......................................................................... 150 Silver Tongue............................................................. 150 Song of Discord ........................................................ 151 Sonic Blast.................................................................. 151 Spirit of Avalon ......................................................... 151 Spirit of the Season ................................................... 152 Spiritual Dagger......................................................... 151 Synthesis..................................................................... 152 Undead Destruction ................................................. 152 Undead Enslavement................................................ 152 Unholy Steed ............................................................. 152 Vertigo........................................................................ 153 Vile Extension ........................................................... 153


Liber Mysterium: Index Virgin Innocence .......................................................153 Wall of Roses .............................................................153 Wave of Mutilation....................................................153 Witch Wail ..................................................................154 Witch Writing.............................................................154 Withering Touch........................................................154 Youthful Vigor...........................................................154 TrueRituals Binding Ritual.............................................................122

Calling the Quarters.................................................. 122 Consecration Ritual................................................... 120 Descent of the Goddess........................................... 124 Drawing Down the Moon ....................................... 121 Handfasting................................................................ 119 Protection of the Goddess....................................... 123 Rites of Passage ......................................................... 120 Wheel of the Year ..................................................... 121


Character’s Name

Liber Mysterium

Player’s Name

The Netbook of Witches and Warlocks Player Character Record Sheet

Witch Class(es) Level Ability Name

Race Size


Ability Score


Ability Modifier

Temporary Score









Temporary Modifier

Saving Throws













Save Total=

Base Save+

Ability Mod+

Magic Mod+

Misc. Mod+

Temp Mod+

INT Intelligence Conditional Modifiers

WIS Wisdom

Spell Resistance

CHA Charisma Total =


Subdual Damage

Damage Reduction

Hit Die



Hit Points



Armor Class Total =





+Armor Bonus

+Shield Bonus

+Dex Bonus

+Size Modifier

Strength Modifier

Size Modifier

Misc Modifier

Temp Modifier

Dexterity Modifier

Size Modifier

Misc Modifier

Temp Modifier

MELEE Attack Bonus

RANGED Attack Bonus Total

Weapon Range


Weapon Range


Weapon Range


Armor / Protection Check Pen

Spell Fail

Shield / Protection Check Pen




Spell Fail


Total Attack





Special Properties

Total Attack





Special Properties

Total Attack





Special Properties

Armor Bonus

Max Dex Bonus

Type Speed


Special Properties

Armor Bonus

Max Dex Bonus

Type Speed


Special Properties

+Natural Armor

+Misc Mod

Miss Chance

Armor Check Penalty

SKILLS Skill Name

Cross Class

Key Ability

Skill Mod=

Ability Mod +

Ranks +

Misc Mod+








13 Level 19th Level


Experience Points



___ Languages = Common + racial languages + Int Bonus. Each additional Language (Speak Language) = 1 skill point



Wt LOADS Light Load

Medium Load

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SPELLS Name Coven Spell

Lvl 1

Coven Spell


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Liber Mysterium The Netbook of Witches & Warlocks.pdf - PDFCOFFEE.COM (2024)


What is a warlock? ›

Definition of 'warlock'

1. a man who is thought to have magic power, as in practicing black magic; sorcerer or wizard; male witch. 2. a conjurer or magician.

Are witches and wizards the same? ›

The word “witch” usually refers to a female, though male witches exist in some traditions. Men who possess the powers associated with witchcraft are often known as wizards or warlocks. In many myths and legends, witches are evil, dishonest, or dangerous. Some cultures do not consider them fully human.

Are warlocks magical? ›

Correct, Warlocks are a lot like Clerics, except instead of getting their magical abilities from a god, they get them from another powerful entity. Sorcerers are very similar as well.

What is a female witch called? ›

Enchantress (supernatural), a magician, sorcerer, enchanter, wizard; sometimes called an enchantress, sorceress, or witch if female. Enchantress (fantasy), a female fictional character who uses magic.

What does the Bible say about warlocks? ›

Deuteronomy 18:10-11 – Let no one be found among you who consigns a son or daughter to the fire, or who is an augur, a soothsayer, a diviner, a sorcerer, one who casts spells, or one who consults ghosts or familiar spirits, or one who inquires of the dead.

Are warlocks evil or good? ›

Warlocks have an overall poor reputation, a result of their dealings with otherworldly and often malevolent creatures. However, not all warlocks are evil by nature and may use such deadly gifts for more benign purposes.

What powers do warlocks have? ›

Warlocks also have many exotic powers that have bonus effects; such as Eyebite which makes the warlock invisible for one turn if it hits. Many of the Warlock's powers allow them to move as part of an attack or to move in an unusual manner, such as flight or teleportation.

What is the difference between a witch and a warlock? ›

Etymology and terminology

In early modern Scots, the word came to refer to the male equivalent of a "witch" (which can be male or female, but has historically been used predominantly for females).

What is the role of a warlock? ›

In 4th edition a warlock's role is striker, meaning they are designed to deal heavy damage while avoiding retaliation. Warlocks also have many exotic powers that have bonus effects; such as Eyebite which makes the warlock invisible for one turn if it hits.

What are warlocks known for? ›

A warlock is a practitioner of the magical arts, believed to have supernatural or magical powers. Warlocks are most commonly associated with witchcraft or the occult, but they have also been known to be powerful healers and protectors in certain cultures.

Who is warlock in Top Gun? ›

Charles Parnell is an American actor. He is best known for the role of Rear Admiral Solomon "Warlock" Bates in the film Top Gun: Maverick (2022). He was the second actor to portray Police Chief Derek Frye on All My Children (2004-2008).

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