Sorceresses, better known by the common folk as witches, are experienced in the use of age old recipes and home-made magic remembered from before history They are often looked down upon by wizards of the other crafts, but their magic is as potent as any other. A few male wizards are sorcerers in this order, despite the popular belief that witches are always female.
Among the abilities of the witches are the making of brews and philters, cursed dolls, use of charms and lies, and bestowing curses. Each day they can also cast spells from an open spell book once per 6 levels of experience, without using their memorized spells. Unfortunately, witches use a form of chaotic magic affecting Charisma. Upon ending studies at each circle, witches lose 2 points of Charisma (to a minimum of 3). They develop hunched backs, warts, bone deformities and horrible voices. This has led them to become the best users of deceit, charms and shapechange, to avoid being shunned or persecuted by others.
Brews and Philters (First Circle): This ability is similar to the alchemist’s Magical Preparations, except the brews must remain in the form of a potion. They are either poisons or soporifics with various effects and durations, or charms affecting the imbiber (philters of love). Although a witch can join the First Circle at 5th level, she can still make potions, despite the fact that other magic-users have to wait to 9th level before creating magical items. Unlike alchemists, witches do not make potions at half normal enchantment costs. These potions last 1d4 days per level of the witch.
A roll of 01 indicates a flaw in the components (a poison would in fact become beneficial to the imbiber, or a charm would cause him to develop a permanent and pathological hatred of the witch).
Silver Tongue (First Circle): The witch gains the ability to speak in a very persuasive manner, as long as her arguments remain plausible. This affects NPCs and monsters, who must make a saving throw vs. spells or believe the witch. The witch must be able to speak the victim’s language for the effect to work. A roll of 0 1 will reveal to the victims that the witch is lying and cause them anger.
Doll Curse (Second Circle): When a witch has a personal foe, she makes two dolls that look like the victim, a process that takes one day per level of the victim. She must then hide one of the dolls in the victim’s house. Every night thereafter, wherever the victim may be, the witch uses the other doll to affect the victim. Here are the most common methods:
Dolls of Pain: Every night, the witch plants a needle into the second doll, causing great pain to the victim. Small wounds may appear on the body (1d6 damage per night, no save).
Dolls of Sickness: Every night, the witch dips the second doll into various slimy brews and causes the victim to catch a disease (up to the DM) which no magic will cure until the first doll is destroyed (no saving throw).
Dolls of Insanity: Every night, the witch utters words of hate to the second doll, causing the victim to become totally insane. The effects of the insanity are up to the DM and last until morning (no saving throw). At the end of the night, the victim must make a second saving throw or temporarily lose a point of Constitution. Every night, the witch keeps on using the doll until the victim runs out of Constitution-and dies-or the first doll is discovered and destroyed. All effects cease when the doll is destroyed. A witch can affect up to three people every night. She must make an attempt roll for each victim.
On a 01, her doll is damaged (and useless), and the witch becomes the victim of a minor curse up to the DM. A remove curse will negate the witch’s curse.
Witches’ Charm (Second Circle): A witch can modify her appearance to avoid suspicion. The effect is purely phantasmal and can be negated with a dispel magic. This ability causes affected NPCs to observe the witch intensely, almost forgetting what they where doing. This improves the witch’s Charisma 1 point for every 3 levels of experience, up to 18 maximum. In any case, her minimum Charisma will be no less than 10, her warts, hunched back and other unpleasant features going unnoticed. The effect lasts I turn per level of the witch and affects anyone observing the witch within 100 feet. Any harmful act on her part breaks the charm. On a 01, she permanently loses a point of Charisma.
Spellbinding (Third Circle): At the Third Circle, a witch learns to conjure one or more creatures for total HD or levels equal to or less than the witch’s level. The creatures must be of the witch’s alignment. They are utterly loyal to the witch (including gremlins and imps). This spellbinding allows the witch to see, hear and talk through the creatures (if they can talk). The witch cannot control more HD or levels at any single time than this ability allows. On a 0 1, the conjured creatures appear and one of them, chosen at random, takes control over the witch for an entire day.
Witches’ Curse (Third Circle): This ability is similar to the reversed remove curse spell, except the witch can affect a number of levels or HD equal to her level with the same curse. If only one person is to be affected, then the curse will affect the victim’s family for a number of generations equal to the witch’s level. The curse can only be removed with a wish spell (or by the meeting of conditions the witch may choose to impose at the time of the curse). On a roll of 01, the curse affects the witch instead, and her family members, if any.
Shapechange (Fourth Circle): Witches of this circle have the ability of changing their physical shape to that of another creature. This ability is similar to the level 9 magic-user spell of the same name, but the witch can become any creature whose HD do not exceed her total level. She cannot take the likeness of a specific character.
This ability also allows her to become several creatures at once, as long as the HD limitation is respected. For example, a 10th level witch could turn into 10 separate black cats, or two different creatures (no more than 4 HD per form). One of the forms must be designated as the original. All forms are mentally linked to the original and can cast spells (from the original’s pool; spells are not duplicated for each form).
If any of these forms is “killed,” it immediately disappears. Upon regaining her human shape, the witch suffers damage equal to the lost form’s hp. If the original form is killed, the witch dies and all other forms turn into ashes. On a 01, she cannot regain her former human body nor recall her other forms. She remains so until another witch dispels the effect.
Ultimate Possession (Fifth Circle): The High Mistress has an ability similar to the magic jar spell, with no saving throw. The victim must be of lower level (or HD). She can use both her victim’s and her own abilities. For example: If she possesses a mystic, she can use his abilities, and cast her spells. Upon returning to her body, she does not retain her victim’s abilities or remember his spells. The victim is aware he is being possessed. In case of telepathy, two voices are heard! On a roll of 01, her own body dies and she is forced to remain within her victim’s body forever, or until dispelled (at which time she dies).