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Old Magic

Oracles, Sorcerers, and Witches for Old School Essentials


Designed and illustrated by Ben Sandfelder
Do not distribute

Introduction
It’s OSR June Jam 2023, and I’m back making
more new things old again! This time, I’m
“demaking” three of my favorite caster classes
from later editions, in the style of Old School
Essentials.
The Oracle. An accursed seer, whose divine
magic comes at a steep price. Oracles cannot
turn undead like traditional clerics, but have
incredible powers of foresight and prescience.
The Sorcerer. The sorcerer is a magic-user
who trades the flexibility of a spellbook for more
spells per day. Their innate magical powers can
be unleashed in destructive blasts of energy.
The Witch. The witch studies the occult magic
of hags and other creatures. Their intelligent
familiars grant access to a wide range of spells,
and secret recipes for creating their own potions.

Using these Classes


These classes are designed for (and written in
the style of) Old School Essentials: Advanced
Fantasy. They are meant to be roughly on par
with the classes in that book, power-wise.
You may use them in other B/X retroclones (or
B/X itself) at your own peril discretion.

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Using Magic Items. As spell casters, oracles


Oracle can use magic scrolls of spells on their spell list.
Requirements: None They can also use magic items that can only be
Prime Requisite: Wisdom used by divine spell casters. The referee may
Hit Dice: 1d6 allow oracles to use items with powers of
Maximum Level: 14 divination or detection, such as a crystal ball or
Armor: Leather, shields wand of magic detection, even if a divine caster
Weapons: Club, dagger, sling, staff could not use those items normally.
Languages: Alignment, Common
Oracles are adventurers with the gift of Potent Divinations
prophecy. Like clerics, they serve a deity and Whenever you cast a spell that locates, reveals,
wield divine magic. However, they cannot turn or detects things (detect evil, find traps, locate
undead, and their foresight comes with a price. objects, etc.), you may double its range or double
its duration. This bonus does not apply to spells
Combat cast by using a magic item.
Oracles can wear leather armor and use shields.
They may wield clubs, daggers, slings, and staffs. Prophecy
Three times per day, an oracle may spend 1 turn
Awareness meditating, and call upon their oracular powers
to seek divine guidance. Ask the referee a
Oracles are only surprised on a roll of 1. This
question. The referee will answer “yes” or “no.”
may mean that an oracle is able to act in the
As the oracle gains levels, they receive more
surprise round while their companions are
specific answers. If the oracle is at least 4th level,
surprised.
the referee should give a one-word answer.
If the oracle is at least 8th level, the referee
Divine Magic should answer with a short phrase, a cryptic
See Old School Essentials: Advanced Fantasy p122 clue, or an omen to watch out for.
for the full rules on divine magic. If the oracle is at least 12th level, the referee
Holy Symbol. An oracle must carry a holy may give a detailed or nuanced answer, but
symbol to cast spells. should keep it as brief as possible.
Deity Disfavor. Like clerics, oracles must be
faithful to the tenets of their alignment, clergy, Oracle’s Curse
and religion. Oracles who fall from favor with The price of an oracle’s magic is a powerful
their deity may incur penalties. curse, which cannot be removed by any means.
Magical Research. An oracle of any level may You may choose one of the maximum effects of a
spend time and money on magical research. This curse spell, one of the options below, or a similar
allows them to create new spells or other impairing effect with the referee’s approval.
magical effects associated with their deity. When
an oracle reaches 9th level, they are also able to • Whenever the oracle takes damage of a
create magic items. specific type (cold, fire, lightning, weapons,
Spell Casting. Oracles pray to receive spells. etc.), they take +1 damage per die rolled.
The power and number of spells available to an • The oracle always loses initiative.
oracle is based on their experience level. Oracles • Lower the oracle’s movement rate by 30’ (10’)
choose spells from the cleric spell list, with these • The oracle’s vision is clouded. They are blind
additional spells from the magic-user spell list: beyond a 20’ radius, and cannot read.
1st level: read languages • The oracle suffers from periodic delusions.
2nd level: detect invisible, ESP When the oracle listens at doors, or searches
3rd level: clairvoyance, infravision for traps or secret doors, the referee may give
4th level: wizard eye “false positives” on a failed roll.

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Oracle Level Progression


Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5
1 0 1d6 19 [0] 11 12 14 16 15 1
2 2,000 2d6 19 [0] 11 12 14 16 15 2
3 4,000 3d6 19 [0] 11 12 14 16 15 2 1
4 7,500 4d6 19 [0] 11 12 14 16 15 2 2
5 12,500 5d6 17 [+2] 9 10 12 14 12 2 2 1 1
6 20,000 6d6 17 [+2] 9 10 12 14 12 2 2 2 1 1
7 35,000 7d6 17 [+2] 9 10 12 14 12 3 3 2 2 1
8 60,000 8d6 17 [+2] 9 10 12 14 12 3 3 3 2 2
9 90,000 9d6 15 [+4] 6 7 9 11 9 4 4 3 3 2
10 125,000 9d6+1 15 [+4] 6 7 9 11 9 4 4 4 3 3
11 200,000 9d6+2 15 [+4] 6 7 9 11 9 5 5 4 4 3
12 300,000 9d6+3 15 [+4] 6 7 9 11 9 5 5 5 4 4
13 750,000 9d6+4 12 [+7] 3 5 7 8 7 6 5 5 5 4
14 1,500,000 9d6+5 12 [+7] 3 5 7 8 7 6 6 5 5 5

After Reaching 9th level…


An oracle may establish or build a stronghold. So
long as the oracle is currently in favor with their
god, a stronghold may be bought or built at half
price, due to divine intervention.
Oracle strongholds tend to be secluded
temples or monasteries.
Once the stronghold is established, 1d6
acolytes of your faith, who may be clerics or
oracles of 1st-3rd level, arrive to study the
mysteries of the universe with your guidance.
Local rulers and powerful adventurers may
periodically visit this temple to seek guidance
and wisdom from a high-level oracle.

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allotment of spells. The intensity of the bolts or


Sorcerer blast depends on the level of spell expended.
Requirements: None Bolts. Bolts can be hurled at one or more
Prime Requisite: Charisma targets within the listed range. The number of
Hit Dice: 1d4 bolts conjured is based on the spell expended. A
Maximum Level: 14 creature takes 1d10 damage per bolt that strikes
Armor: None it, with a save versus spells for half damage.
Weapons: Dagger, staff Creatures hit by multiple bolts roll one saving
Languages: Alignment, Common throw against the total amount of damage dealt.
Blast. A blast emanates from the sorcerer’s
Sorcerers can cast spells like Magic-users.
space in a shape and direction of the sorcerer’s
However, instead of diligent study, their spells
choosing. Blasts deal 1d6 damage per level of the
come from an innate well of magical power.
sorcerer. Creatures caught in the blast may save
Sorcerers can tap into this volatile power source
versus spells for half damage.
to unleash destructive blasts of energy.
Damage Type. The sorcerer chooses whether
the bolts or blast are cold, fire, or lightning. Bolts
Combat must all be of the same damage type.
Sorcerers cannot wear armor, and may only use
daggers or staffs in battle. Sorcerer Elemental Blasts
Spell Level Blast Area
Arcane Magic 1 A line 30’ long and 5’ wide, or a cone
See Old School Essentials: Advanced Fantasy p122 up to 20’ long and 10’ wide at the end,
for the full rules on arcane magic. or a 10’ cube.
2 A 10’ radius sphere, or a line 60’ long
Magical Research. A sorcerer of any level may and 5’ wide, or a cone up to 40’ long
spend time and money on magical research. This and 20’ wide at the end, or a 20’ cube.
allows them to create new spells or other 3 A line 90’ long and 5’ wide, or a cone
magical effects. When a sorcerer reaches 9th up to 60’ long and 30’ wide at the end,
level, they are also able to create magic items. or a 30’ cube.
Spell Casting. Sorcerers know a number of 4 A 20’ radius sphere, or a line up to 120’
magic-user spells equal to their level. Whenever long and 5’ wide, or a cone up to 80’
you gain a level, you may learn one new spell. long and 40’ wide at the end, or a 40’
You may not exceed this limit. If you would learn cube.
5 A line up to 150’ long and 5’ wide, or a
a new spell from mentorship or magical
cone up to 100’ long and 50’ wide at
research, the new spell must replace one of the
the end, or a 50’ cube.
spells you already know.
6 A 30’ radius sphere, or a line up to 180’
Instead of preparing spells in advance, you long and 10’ wide, or a cone up to 120’
may cast any of the spells you know in any long and 60’ wide at the end, or a 60’
combination, up to your allotted spells per day. cube.
Using Magic Items. Sorcerers can use magic
scrolls of spells from the magic-user spell list.
They can use magic items that can only be used Sorcerer Elemental Bolts
by arcane spell casters. Spell Level # of Bolts Bolt Range
1 1 30 ft.
Elemental Blasts 2 1d4 60 ft.
Instead of casting a spell the sorcerer has 3 1d4+1 120 ft.
learned, a sorcerer can unleash destructive bolts 4 1d6+1 180 ft.
5 2d4+1 240 ft.
or a blast of energy. Doing so counts as casting a
6 3d4 360 ft.
spell and counts towards the sorcerer’s daily

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Sorcerer Level Progression


Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4 5 6
1 0 1d4 19 [0] 13 14 13 16 15 2
2 2,500 2d4 19 [0] 13 14 13 16 15 3
3 5,000 3d4 19 [0] 13 14 13 16 15 3 2
4 10,000 4d4 19 [0] 13 14 13 16 15 3 3
5 20,000 5d4 19 [0] 13 14 13 16 15 3 3 1
6 40,000 6d4 17 [+2] 11 12 11 14 12 3 3 2
7 80,000 7d4 17 [+2] 11 12 11 14 12 3 3 2 1
8 150,000 8d4 17 [+2] 11 12 11 14 12 4 3 3 2
9 300,000 9d4 17 [+2] 11 12 11 14 12 4 3 3 2 1
10 450,000 9d4+1 17 [+2] 11 12 11 14 12 4 4 3 3 2
11 600,000 9d4+2 14 [+5] 8 9 8 11 8 4 4 3 3 2 1
12 750,000 9d4+3 14 [+5] 8 9 8 11 8 5 4 4 3 3 2
13 900,000 9d4+4 14 [+5] 8 9 8 11 8 5 5 4 3 3 3
14 1,050,000 9d4+5 14 [+5] 8 9 8 11 8 5 5 5 4 3 3

After Reaching 9th level…


4d6 HD of beings will join the sorcerer as
followers. These can be human or demihuman
adventurers, animals, magical creatures, or
special monsters. If any of the followers die, they
cannot be replaced.
Sorcerers tend to attract creatures with strong
ties to the elements or magic – dragons, lesser
djinni or efreet, elementals, perhaps even a
phoenix!

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Form. The familiar can take the form of an


Witch animal with ½ HD or less. Common familiars
Requirements: None include a normal bat, a cat, an owl, or a small
Prime Requisite: Intelligence viper, all described on the following page. The
Hit Dice: 1d4 referee may allow other familiars, such as a giant
Maximum Level: 14 centipede, a giant ferret, or a giant rat.
Armor: None Hit Points. A witch’s familiar gains bonus hit
Weapons: Dagger, staff points equal to the witch’s level. It still only has
Languages: Alignment, Common its normal HD. For example, a 7th-level witch’s
familiar would have HD ½ + 7 (9 hp).
Witches are magic-users who dabble in the
Initiative. A witch and their familiar both act
occult ways of hags, spirits, and other beings.
on the witch’s initiative in combat.
This gives them access to spells that blur the line
Intelligence. A familiar has an intelligence of
between arcane and divine. Their knowledge is
1d6+6. Familiars can read any languages the
embodied by an intelligent familiar.
witch knows. Those with 10 or more Intelligence
can also speak.
Combat THAC0 and Saving Throws. A familiar may
Witches cannot wear armor, and may only use use its own THAC0 (or to hit bonus) and saving
daggers or staffs in battle. throws, or the witch’s, whichever is higher.
Deliver Spells. Witches can cast spells on
Occult Magic targets they cannot see, provided the familiar
See Old School Essentials: Advanced Fantasy p122 can see or otherwise perceive the target, and the
for the full rules on arcane magic. target is still within range of the witch.
Share Senses. Familiars can communicate
Magical Research. A witch of any level may
with their witch via empathy from any distance.
spend time and money on magical research. This
By concentrating, a witch can perceive the world
allows them to create new spells or other
through their familiar’s senses, gaining any
magical effects. When a witch reaches 9th level,
extraordinary senses (such as infravision) that
they are also able to create magic items.
their familiar may possess.
Spell Casting. Witches’ spells are embodied in
Lost Familiars. A familiar that dies can be
their familiars. The Witch table shows both the
replaced similarly to a lost spellbook, taking 1
number of spells the witch’s familiar knows and
week of uninterrupted rituals, and 1,000 gp per
the number the witch may memorize,
witch level. The replacement familiar knows the
determined by the witch’s experience level.
minimum number of spells for the witch’s level
Thus, the familiar of a 1st-level witch knows one
(the familiar of a 4th level witch would know 4
spell (chosen by the Referee, who may allow the
spells). These may be the same spells as the lost
player to choose).
familiar, or different ones. Any additional spells
Using Magic Items. Witches can use magic
the witch learned previously are lost.
scrolls of spells from the witch spell list. They
count as an arcane caster and a divine caster for
the purposes of using magic items. Witches’ Brew
Witches know ways to make magic potions
Familiar faster and easier than other magic-users. To
make a potion, a witch must have reached a
A familiar is an intelligent animal that keeps a
certain experience level, and must harvest
witch company, and safeguards the forbidden
components from a monster with at least as
knowledge of a witch’s spells.
many HD as the level required for the witch to
Adding Spells. A familiar can learn new spells
craft such a potion (for example: crafting a
from mentorship or scrolls in the same manner
potion of growth would require components
as a magic-user copying spells into a spellbook.
from a 3HD monster).

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Brewing a potion in this way takes 1 day of After Reaching 9th level…
uninterrupted work. After a number of days At 9th level, a witch may start a coven, attracting
equal to the witch’s level, the potion expires, 2d6 apprentice witches of 1st-2nd level. These
losing its magical properties. witches cannot be replaced if they are killed.
1st level: control animal, control plant,
delusion, healing, treasure-finding.
4th level: clairaudience, control human, control
undead, diminution, ESP, fire resistance, growth,
invisibility, invulnerability, levitation.
7th level: clairvoyance, control giant, flying,
gaseous form, poison, polymorph self, speed.
10th level: dragon control, heroism, longevity

Bat, normal
AC 6 [13] HD 1hp, Att 1x swarm (confusion), THAC0 20 [-
1], MV 9’ (3’)/120’ (40’ flying, SV D14 W15 P16 B17 S18
(NH). ML 6, AL Neutral, XP 5
• Confusion. -2 to attacks and saving throws, unable to
cast spells.
• Echolocation. Unaffected by effects that impair,
modify, or rely on sight. Blinded by magical silence.

Cat
AC 6 [13] HD ½ (2 hp), Att 1x claws (1d2), THAC0 18
[+1], MV 180’ (60’), SV D13 W14 P13 B16 S15 (1). ML 9,
AL Neutral, XP 5
• Infravision: 60’.
• Silent Movement. The cat makes no noise while
moving, and reduces damage from falling by 6.

Owl
AC 8 [11] HD ½ (2 hp), Att 1x talons or beak (1d2),
THAC0 19 [+0], MV 360 (120’) flying, SV D14 W15 P16
B17 S18 (NH). ML 7, AL Neutral, XP 5
• Silent Flight. The owl makes no noise while flying.
• Swoop. Can dive onto victims visible from above. If
the victim is surprised, inflicts double damage. On an
attack roll of 18 or more, victim can be carried away
(if it is of appropriate size).

Snake, Small Viper


AC 7 [12] HD ½ (2 hp), Att 1x bite (1 + poison), THAC0
19 [+0], MV 90 (30’), SV D12 W13 P14 B15 S16 (1). ML
7, AL Neutral, XP 5
• Infravision: 60’.
• Poison. Causes death in 1d10 turns (save vs poison)

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Witch Level Progression


Saving Throws Spells
Level XP HD THAC0 D W P B S 1 2 3 4
1 0 1d4 19 [0] 13 14 13 16 15 1
2 2,500 2d4 19 [0] 13 14 13 16 15 2
3 5,000 3d4 19 [0] 13 14 13 16 15 3
4 10,000 4d4 19 [0] 13 14 13 16 15 3 1
5 20,000 5d4 19 [0] 13 14 13 16 15 3 2
6 40,000 6d4 17 [+2] 11 12 11 14 12 3 3
7 80,000 7d4 17 [+2] 11 12 11 14 12 3 3 1
8 150,000 8d4 17 [+2] 11 12 11 14 12 3 3 2
9 300,000 9d4 17 [+2] 11 12 11 14 12 3 3 3
10 450,000 9d4+1 17 [+2] 11 12 11 14 12 3 3 3 1
11 600,000 9d4+2 14 [+5] 8 9 8 11 8 3 3 3 2
12 750,000 9d4+3 14 [+5] 8 9 8 11 8 3 3 3 3
13 900,000 9d4+4 14 [+5] 8 9 8 11 8 4 3 3 3
14 1,050,000 9d4+5 14 [+5] 8 9 8 11 8 4 4 3 3

3rd Level
Witch Spell List 1. Continual Light (Continual Darkness) C
2. Cure Disease (Cause Disease) C
Witches draw their spells from a wide range of 3. Dispel Magic M
sources. Each has a C, D, or M in superscript, 4. Remove Curse (Curse) C
denoting whether the spell is found in the Cleric, 5. Infravision M
Druid, or Magic-user spell list. 6. Fly M
7. Polymorph Others M
1st Level 8. Polymorph Self M
1. Animal Friendship D
2. Charm Person M 4th Level
3. Cure Light Wounds (Cause… Wounds) C 1. Animate Dead M
4. Detect Magic M 2. Charm Monster M
5. Faerie Fire D 3. Contact Higher Plane M
6. Light (Darkness) C 4. Cure Serious Wounds (Cause… Wounds) C
7. Protection from Evil C 5. Insect Plague C
8. Ventriloquism M 6. Stone to Flesh (Flesh to Stone) M
7. Summon Animals D
2nd Level 8. Wizard Eye M
1. Detect Evil M
2. Entangle D
3. ESP M
4. Invisibility M
5. Levitate M
6. Obscuring Mist D
7. Phantasmal Force M
8. Speak with Animals D

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Appendix: Prophecy
Commune and abilities like it are my favorite
Design Choices kind of mechanic. Any time you get to ask the
referee questions? Awesome. It’s my favorite
A lot of “old-school” design is completely part of Powered by the Apocalypse systems.
arbitrary. I included this appendix both to show My first instinct was to give the oracle an exact
my process, explain my intentions, and describe copy of the 5E Diviner’s portent ability.
how I imagine features being used in play. Effectively, you roll some d20s at the start of the
day, and can replace other peoples’ rolls with
Oracle them. After agonizing over it, I decided that
mechanic didn’t feel “old school” enough.
Oracles have always struck me as what I wanted My second instinct was the current ability, but
clerics to be. Prophets, augurs, and soothsayers. with an unpredictable number of uses. After you
The warrior-monk angle just isn’t my thing. used it, you’d roll a d6. If you rolled less than or
Oracles are a surprisingly rare presence in equal to the number of times you’ve used
RPGs, though! Divination is usually given to the Prophecy, you can’t use it anymore that day. 1 to
“mage” class. I liked the ideas behind 6 uses felt too inconsistent to be the class’s core
Pathfinder’s oracle, but not the complexity of it. gimmick, and still didn’t fit the “old school”
design style. So, the generic 3/day limit.
Awareness To distinguish it from the commune spell, I
added the 1 turn “casting time,” and the ability to
This special ability was a straightforward
get more specific answers as you level up. If you
addition, copied straight from the OSE Ranger. It
need instant answers, you can still cast
shouldn’t be easy to surprise someone whose
commune. If you can take the time, prophecy.
whole thing is that they can see the future.

Divine Magic Oracle’s Curse


This was my favorite part of the Pathfinder
After some soul-searching, I decided to keep
oracle, specifically because of its mythical flavor.
oracles preparing spells. I wanted the sorcerer I
A voluntary curse is a tricky thing to navigate – a
was also designing for this packet to feel unique.
delicate balance must be struck between a fun
If oracles were also spontaneous casters I’d be
roleplaying quirk and a frustrating burden.
shooting myself in the foot there.
I allowed players to choose any effect of the
My oracle is built on the druid chassis. They
curse spell. Honestly, these are all rough. -4 to
have a druid’s weapon and armor proficiencies,
hit, -2 to all saving throws, or reduce an ability
and use a druid’s progression, but they cast
score by 50%. There’s a lot of roleplaying
spells from the cleric list.
potential here – you can halve your CON and
They get their oracular powers from the
play a sickly Raistlin-like character – but they’re
addition of a handful of magic-user spells.
nasty penalties to be stuck with forever.
The options I introduce are obnoxious, but not
Potent Divinations devastating. Extra damage from a certain
In every game I’ve GMed, divination spells are source? Potentially deadly, but easily avoidable.
slept on. When I play, I try to make aggressive Reduced speed? You’re probably not slower than
use of them – even if it’s just thematic. the party fighter. The impaired vision has some
So, how to make a player choose something serious drawbacks (no spell scrolls), but “blind
like find traps over bless? My answer was to just oracle” is a timeless character archetype.
make the spells universally better. The delusion ability is my personal favorite –
Detect evil in a 120’ radius? ESP for 4 hours!? and it’s just ironic given the oracle’s signature
That feels harder to pass up. spells. I imagine a Cassandra-like oracle whose
listening and searching are so unreliable, the

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party doesn’t believe her when she actually does The d10 damage dice of elemental bolts are
find a secret door or something. more volatile than a magic missile. At low levels,
they also have less range. At high levels, magic
Temple missile works like a scalpel. Elemental bolts have
The oracle’s stronghold is a mix of the cleric’s more potential damage, but less reliability.
and the magic-user’s. A small group of devout Elemental blasts have a wide range of possible
apprentices felt more in keeping with the shapes, but must originate from the Sorcerer’s
oracle’s theme, but I preserved the cleric’s ability space. Fireball and lightning bolt offer superior
to get a stronghold at half-price. range, at the expense of a fixed damage type.
Plus, all blasts originating from the sorcerer’s
space emphasizes the “barely controlled magic”
Sorcerer feel I love so much.
Sorcerer was one of the first classes I ever
played. I didn’t get the whole “Vancian Casting” Followers
thing with wizards. What do you mean, Sorcerers, like their powers, should be wild and
“preparing spells?” I can’t just cast them? unpredictable. A sorcerer building a stronghold
The themes of a Sorcerer – innate talent and didn’t quite make sense to me, so I gave them a
barely-controllable superpowers – were also version of the ranger’s feature, with one major
very relatable as a kid with (at the time, change: it’s 4d6 HD instead of 2d12 creatures.
undiagnosed) ADHD. Like their spells, I wanted the sorcerer to pick
While sorcerer is still thematically one of my power over variety – my intent is these HD will
favorite classes, the bitter truth is that in most be dumped into one or two extremely powerful
games it sucks. 3.5/Pathfinder sorcerers are monsters instead of a small army of followers.
wizards, but worse. 5E gave everyone
spontaneous casting, effectively removing the Witch
sorcerer’s special niche. They tried to
compensate by giving them metamagic, only to I’ve always seen witches as a wilder counterpart
release feats that let everybody use that, too. to the academic magic-user. While wizards see
I was committed to avoiding those pitfalls with magic as something to be studied and recorded,
my OSE sorcerer. witches treat it more like a power that can be
borrowed, but never mastered.
Elemental Blasts
At the end of the day, the Sorcerer is the blaster Occult Magic
caster. You don’t play a Sorcerer for utility; you The witch is in a weird place, thematically,
play it to hurl more fireballs per day than anyone where it simultaneously has its own niche, but
else in the party. also doesn’t do anything another class can’t also
However, OSE’s more subdued spell lists do. I decided to double-down on this versatility,
lacked many of the Sorcerer’s destructive staple giving the Witch a thematic mix of spells from
spells. Rather than add all of those back in, I the Cleric, Druid, and Magic-user spell lists.
opted for an approach that gave more flexibility. The Witch uses the OSE Bard’s spell
Sorcerers have a much more limited library of progression, but accelerated by one level, much
spells than magic-users (up to 14 at 14th level, like OSE’s druid compared to the cleric. While
versus an M-U’s minimum of 20). To avoid they lose out on 5th level spells, the versatility of
further limiting their choices, I opted to make their spell list – plus their potion-making – gives
the blaster-casting its own mechanic, without them a whole lot of flexibility in a party.
outshining the existing offensive spells. This A witch of any level can be a controller with
way, learning fireball is still useful, but a sorcerer spells like charm person, a healer, or scout by
doesn’t have to choose between yet another using spells like detect magic.
offensive spell, or something like fly.

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You’ll see plenty of witchy staples on their list, I wanted to put potion-making in the hands of
like curse and polymorph other, along with some a witch from 1st level. My intent is that the
thematically spooky spells at higher levels, like component requirement, the relatively long
animate dead and insect plague. crafting time, and the expiration date on potions
will insulate this mechanic from too much abuse
Familiar by players. A 1st level witch has to spend a day
Familiars always felt kind of tacked-on to 3.5 making a potion, and use it the next day.
Sorcerers and Wizards; I liked Pathfinder’s The levels required to make certain potions is
approach of “bound objects” more, thematically. mostly arbitrary. I used a general guideline of,
However, the way the Pathfinder Witch used “when can the witch do this with a spell?”
their familiar – as a living, breathing spellbook – For example, the potion of delusion lets the
was an awesome thematic choice that justified witch peddle snake oil from the start.
the familiar’s existence to me. Some, like the potion of longevity, I threw on
Even with the bonus hp, even getting to share the high end for thematic reasons. Thinking
the witch’s saving throws, familiars are still very about the witches in Stardust, whose entire
delicate. Fortunately, old-school gaming has a motivation for villainy was eternal youth. I was
built-in fix for this. You don’t want to risk your also thinking about Witcher 2: Assassins of Kings,
familiar in the dungeon? Leave it to babysit the where the finale of the story is all because a
hirelings. Tell me you don’t love the flavor of a vengeful sorceress used a potion of dragon
magically intelligent black cat lounging on a cart, control on a benevolent gold dragon in disguise.
while all the hirelings avoid making eye contact.
If you read closely, replacing a familiar is Coven
cheaper than replacing a spellbook at higher What else could this feature be? This is based
levels – 1,000 gp per level instead of 1,000 gp more on the Thief’s capstone than any other. It
per level of each spell replaced. That’s a bit of a doesn’t quite make sense for witches to have a
boon, since the familiar is still easier to lose. fixed stronghold – they meet where they can,
The ability to deliver spells leads to some usually far away from prying eyes.
interesting options. A bat or owl familiar flying The same constraints that keep witches from
overhead can let a witch cast spells at targets abusing their potion-making also keeps a witch’s
who would be otherwise unreachable. coven from becoming a portable potion factory.
Some of the familiars – like the snake – can be
deadly to low-level enemies. I figure this is a • 1st-level witches’ potions only last one day.
risk/reward thing. If you’re going to risk your • The witches need components from monsters
familiar in a fight, might as well be worth it. for each potion.
• If the witches are spending all their time
Witches’ Brew churning out potions, they aren’t adventuring
Spicy take: I don’t like alchemists and artificers or gaining any XP.
in my games. The easy access to magic items,
I suppose, given enough time, you could train
plus things like bombs and firearms, all feel too them up to be a portable potion factory, but at
scientific for my preferred flavor of fantasy.
that point, I’d say you’ve earned it.
Potion-making should be the witch’s thing.
“Fire burn, and cauldron bubble,” bitches.
A massive amount of “not in the rulebooks”
magic is covered by magical research in Old
School RPGs. You want to make a voodoo doll of
an enemy? Magical research. You want a broom
of flying? Magical research. Technically, making
potions is already allowed by magical research…
but it’s expensive.

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