Witch
“Don’t command magic; invite it—and pray it listens.”
Witches are weavers of the Wyrd—an ancient, volatile magic born from spirit, rune, and fate. Using this power, they invoke spirit, shape omens, and twist elemental forces into spells of protection, revelation, or ruin.
Their magic is not studied—it is entered. Through Trance, they channel vitality into Wyrd Dice, a mystic fuel that bends the world to their will.
Witch Paths
Each Witch refines their edge through one of three Paths:
- Path of the Hexer — Masters of curses, madness, and unravelling minds through subtle corruption. (Influence-based)
- Path of the Seer — Prophets of fate and intuition, reading threads unseen and bending the future for good or ill. (Insight-based)
- Path of the Wildling — Callers of nature and spirit, commanding primal elements and the raw forces of nature. (Survival-based)
Starting Kit (Character Creation)
When selecting Witch at character creation, the player gains:
- Prerequisite Skills: Automatically receives three (3) total skill levels across Influence, Insight, and Survival, with at least one level in two of these skills.
- Class Power Selection: Choose one Tier 1 (T1) Witch Class Power from one of the three paths.
- Starting Currency: 120 Dritch.
- Recommended Starting Equipment: A ritual focus (runes, bones, a staff, etc.), basic spell components, and an herbalist’s pouch.
The Witch’s Trance
“To see beyond, one must first let go.”
- Witches are Primal spellcasters. Like all casters, they must first enter a Trance to create a Magic Pool, which fuels their spellcasting.
- For Primal casters this Magic Pool is called a Resonance Pool, reflecting their alignment with nature’s rhythm.
- See the Magic section (pp. xx–xx) for more.
Path of the Hexer
Tier 1 Hexer Class Powers
Whisper of Rot
Tags: Spell, necrotic, poison, debuff
“Flesh always betrays you.”
Manifestation: A sickly whisper coils through the target’s body, darkening veins, souring breath, and making the flesh seem briefly aware of its own decay.
Target: One creature within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs the target’s higher Athletics (Resilience) or Survival (Resilience) Readiness Score.
Effect: On a success, the target suffers Lingering Harm (Poisoned) until the end of its next turn.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The target makes its first Resist check against this spell with Disadvantage.
- Heroic Success (+6 to +8): The Lingering Harm persists for one additional round.
- Moment of Glory (+9 or more): The first time the target fails a Resist check against this spell, it also suffers 1 Wound (necrotic).
Resist:
- On its turn, the target may make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Whisper of Rot ends.
Seal the Senses
Tags: Spell, psychic, debuff, control
“They are deaf to the world.”
Manifestation: A cold hush folds around the target’s head, smothering one sense beneath a veil of psychic static and unnatural absence.
Target: One creature within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, choose sight, hearing, or another sense. The target suffers Disadvantage on the next attack roll or Skill Check that relies on the chosen sense before the end of its next turn.
If the chosen sense is hearing or another non-sight sense, the Guide determines which actions or checks rely on that sense.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The target makes its first Resist check against this spell with Disadvantage.
- Heroic Success (+6 to +8): The effect persists for one additional round.
- Moment of Glory (+9 or more): Choose one additional sense. This additional sense is affected by the same spell effect and duration.
Resist:
- On its turn, the target may make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Seal the Senses ends.
Binding Madness
Tags: Spell, psychic, debuff, control
“Shatter their reason.”
Manifestation: A jagged thought hooks into the target’s mind, turning certainty into noise as its focus fractures into hostile, overlapping impulses.
Target: One creature within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, the target moves 1 Ready AD to Used and becomes Unnerved until the start of your next turn.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Before Unnerved ends, the next time the target makes a Skill Check, it must choose whether to suffer Disadvantage on the check or move 1 additional Ready AD to Used.
- Heroic Success (+6 to +8): The target cannot use Reactions until the start of your next turn.
- Moment of Glory (+9 or more): The first time the target moves Ready AD to Used because of Binding Madness, it moves 1 additional Ready AD to Used.
Resist:
- On its turn, the target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Unnerved and any unresolved effect from Binding Madness end.
Tier 2 Hexer Spells
Hollow Benediction
Tags: Spell, necrotic, poison, debuff
“The flesh sings when anointed in sorrow.”
Manifestation: A sorrow-black blessing seeps into the target’s flesh, blooming beneath the skin like dark oil as the body begins to rot from the inside out.
Target: One creature within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs the target’s higher Athletics (Resilience) or Survival (Resilience) Readiness Score.
Effect: On a success, the target suffers Lingering Harm (Poisoned). This Lingering Harm deals 1 Wound (necrotic) at the end of each round for up to your Influence SL rounds, or until the target successfully Resists this spell.
Hollowed Flesh: If the target is already suffering Lingering Harm (Poisoned) when this spell succeeds, it immediately suffers 1 Wound (necrotic). This immediate Wound can occur only once per casting of Hollow Benediction.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The target makes its first Resist check against this spell with Disadvantage.
- Heroic Success (+6 to +8): If the target fails its first Resist check against this spell, it suffers 1 additional Wound (necrotic).
- Moment of Glory (+9 or more): The first time the target suffers a Wound from Hollow Benediction, the corruption spreads to one additional creature within Influence SL × 2 metres of the target. The new creature suffers Lingering Harm (Poisoned), but Hollow Benediction cannot spread again from that creature.
Resist:
- On its turn, the target may use a Major Action to make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Poisoned) from Hollow Benediction ends.
Dread Presence
Tags: Spell, psychic, fear, debuff, control
“They can feel you before they see you.”
Manifestation: Your presence presses outward like a psychic shadow, filling the air with the certainty that something terrible has already noticed them.
Targets: A number of enemies up to your Influence SL that you can see within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs each target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, each affected target becomes Unnerved until the end of its next turn.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Until Unnerved from Dread Presence ends, affected targets cannot willingly move closer to you.
- Heroic Success (+6 to +8): Choose one affected target. That target becomes Panicked instead of Unnerved until the end of its next turn.
- Moment of Glory (+9 or more): Choose one affected target. If that target was already Unnerved or Panicked before this spell resolved, it becomes Stunned until the start of your next turn instead.
Resist:
- On its turn, an affected target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Unnerved, Panicked, or Stunned from Dread Presence ends.
Marionette’s Grip
Tags: Spell, psychic, control, debuff
“Dance to my command.”
Manifestation: Invisible threads snap around the target’s limbs, turning each movement into a twitching performance of stolen will.
Target: One creature within Influence SL × 4 metres Spell Attack: Influence (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, choose 1 Ready AD belonging to the target. Until the controlled action is resolved, the target cannot spend the chosen AD voluntarily. Before the end of the target’s next turn, you may force the target to spend that AD on one controlled Minor Action of your choice.
This controlled Minor Action may make the target move, drop held posture, interact with an object, draw or stow an item, fall Prone, or perform another simple physical act approved by the Guide. It cannot make the target directly harm itself or an ally, spend limited-use resources, speak complex information, or take a Major Action.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Until the start of your next turn, the target cannot take Reactions.
- Heroic Success (+6 to +8): You may choose 2 Ready AD instead of 1. Until the controlled action is resolved, the target cannot spend those chosen AD voluntarily. If both chosen AD are still Ready when you command the target, you may force the target to spend them on one controlled Major Action instead of a Minor Action. This Major Action cannot directly harm the target or its allies, and cannot spend limited-use resources.
- Moment of Glory (+9 or more): If the controlled action causes the target to move, you may move it up to 2 additional metres and may end that movement in a hazardous or tactically exposed position.
Resist:
- On its turn, before the controlled action is resolved, the target may use a Major Action to make an Observation (Cognition) or Insight (Cognition) check vs your Spell DR. On a success, Marionette’s Grip ends and the controlled AD are no longer bound.
Tier 3 Hexer Spells
Coming Soon.
Path of the Seer
Tier 1 Seer Class Powers
Doomsight
Tags: Spell, psychic, foresight, debuff
“All paths lead somewhere—you see them all.”
Manifestation: Your eyes cloud with branching futures as a faint omen-mark settles over the target, revealing the moments where its choices begin to fail.
Target: One creature within Insight SL × 4 metres Spell Attack: Insight (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, the target is omen-marked until the start of your next turn.
Before the mark ends, the first time you make a roll targeting the marked creature, you gain Advantage on that roll. Before the mark ends, the first time the marked creature makes a roll targeting or directly responding to you, it suffers Disadvantage on that roll.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The mark lasts until the end of your next turn instead.
- Heroic Success (+6 to +8): Before the mark ends, one ally who can see or hear you may gain Advantage on one roll targeting the marked creature.
- Moment of Glory (+9 or more): Before the mark ends, when the marked creature rolls with Disadvantage because of Doomsight, one Miss from that roll cannot be rerolled or changed by the target.
Fate Warp
Tags: Spell, unnatural, fate, support
“Destiny bends to your will.”
Manifestation: The moment stutters as a strand of fate snaps sideways, pulling failed possibility back into motion.
Trigger: You or an ally within Insight SL × 4 metres rolls dice and dislikes the result. Casting Cost: Reaction; 1 Ready MD (no Skill Check roll required)
Effect: Choose up to a number of dice from the triggering roll equal to your Insight SL, to a maximum of 3 dice. Reroll the chosen dice. The triggering character must keep the new results.
Limit: Fate Warp can affect a roll only before the result is resolved. A roll can be affected by Fate Warp only once.
Whispered Deception
Tags: Spell, psychic, deception, control
“No, you’re mistaken.”
Manifestation: A quiet falsehood slips into the target’s thoughts, arriving in its own voice just soon enough to make the wrong choice feel obvious.
Trigger: A visible creature within Insight SL × 4 metres declares an action. Casting Cost: Reaction; 1 AD + 1 Ready MD Target: The triggering creature Spell Attack: Insight (Cognition) vs the target’s higher Observation (Cognition) or Insight (Cognition) Readiness Score.
Effect: On a success, subtly alter the declared action. Choose one:
- Clouded Aim: The target suffers Disadvantage on the declared action.
- Broken Momentum: If the declared action includes movement, reduce that movement by 2 metres per Insight SL, to a minimum of 0.
- False Opening: If the declared action targets a creature, object, or space, shift the target to another valid creature, object, or space within Insight SL x 2 metres of the original target. This cannot force the creature to directly harm itself or a known ally.
- Softened Intent: If the declared action is a social action, shift the target’s immediate attitude or approach one step less hostile until the end of its turn, if the Guide agrees the change is plausible.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): If the altered action fails, the target moves 1 Ready AD to Used.
- Heroic Success (+6 to +8): Choose two different effects from the list instead of one.
- Moment of Glory (+9 or more): The target believes the altered choice was its own. Until the end of the scene or until given clear evidence, it does not realize you interfered.
Tier 2 Seer Spells
Piercing Sight
Tags: Spell, psychic, unnatural, revelation
“Nothing remains hidden from your gaze.”
Manifestation: Your eyes brighten with cold inner light, peeling back shadow, glamour, and false shape until hidden truths burn at the edge of sight.
Target: Self Spell Check: Insight (Cognition) vs a DR set by the Guide, based on the strongest concealment, illusion, or magical hiding effect within range.
Effect: On a success, you gain Piercing Sight for up to Insight SL rounds. While Piercing Sight lasts, you can perceive concealed, illusory, invisible, or magically hidden creatures and objects within Insight SL × 4 metres, provided they are not behind total cover.
For Insight SL rounds, you gain Advantage on Observation (Cognition) or Insight (Cognition) checks made to notice, identify, track, or interpret creatures, objects, illusions, concealment, magical traces, or hidden details revealed by Piercing Sight.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Piercing Sight also reveals faint traces of hidden movement, recent magical passage, or illusion residue within range.
- Heroic Success (+6 to +8): When Piercing Sight reveals an illusion, magical concealment, or hidden magical effect, you also learn one useful truth about its nature, source, anchor, or weakness, as determined by the Guide.
- Moment of Glory (+9 or more): Until the end of the duration, Piercing Sight can also reveal creatures, objects, or traces that are ethereal, phased, spirit-veiled, or otherwise adjacent to the physical world within range, if such things are present.
Dark Bargain
Tags: Spell, unnatural, fate, boon, drawback
“Fate makes everyone pay eventually.”
Manifestation: A shadowed thread coils around your hand and vanishes into your chest, granting impossible certainty as somewhere in the dark, the debt begins to breathe.
Target: Self Spell Check: Insight (Cognition) vs Routine DR 2.
Effect: On a success, you make a Dark Bargain until the end of your next turn. Before the bargain ends, you may give yourself Advantage on one roll you make.
After you use this Advantage, the next meaningful roll you make before the end of the scene suffers Disadvantage. If you do not make another meaningful roll before the scene ends, the Guide applies this Disadvantage to your first meaningful roll in the next scene.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): After rolling with Advantage from Dark Bargain, you may turn 1 Miss into 1 Hit.
- Heroic Success (+6 to +8): Before the bargain ends, you may give yourself Advantage on one additional roll. The delayed Disadvantage still applies only once.
- Moment of Glory (+9 or more): Once before the bargain ends, after rolling with Advantage from Dark Bargain, you may turn 1 Hit into 1 Critical Hit.
False Visions
Tags: Spell, illusion, psychic, deception, control
“What you see becomes the truth.”
Manifestation: The air folds into a false image, layering impossible certainty over empty space until the lie looks more real than the world around it.
Target: One visible space within Insight SL × 4 metres Spell Check: Insight (Cognition) vs Routine DR 2.
Effect: On a success, create one visual illusion occupying a space up to Insight SL cubic metres. The illusion lasts for up to Insight SL minutes, until you dismiss it, or until it is exposed.
The illusion may create, hide, or alter the appearance of a creature, object, surface, passage, hazard, or environmental feature. It can move or change only in simple, repeating, or predictable ways. It cannot cause direct harm, create physical force, support weight, block movement, produce sound, create scent, create heat, or affect non-visual senses.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Increase the illusion’s maximum size by Insight SL cubic metres.
- Heroic Success (+6 to +8): The first creature that makes a check to see through the illusion does so with Disadvantage.
- Moment of Glory (+9 or more): The illusion briefly satisfies one additional sense of your choice, such as faint sound, texture, scent, or temperature. This added sense lasts until the end of your next turn, then fades.
Resist:
- A creature may challenge the illusion only when it interacts with it, studies it closely, receives clear contradictory evidence, or would be led into immediate danger by believing it. On a successful Observation (Cognition) or Insight (Cognition) check vs your Spell DR, that creature sees through the illusion.
Tier 3 Seer Spells
Coming Soon.
Path of the Wildling
Tier 1 Wildling Class Powers
Scorchpulse
Tags: Spell, fire, elemental, damage, condition
“Heat is memory—I remind the world how to burn.”
Manifestation: A pulse of red-gold heat ripples from your hand, striking the target with a flash of remembered flame before sparks crawl across whatever the fire can claim.
Target: One creature you can see within Survival SL × 6 metres Spell Attack: Survival (Cognition) vs the target’s Guard.
Effect: On a hit, calculate damage as a ranged spell attack with Damage Rating 1. The target suffers the determined Wounds (fire).
Thermal Amplification: If Scorchpulse is cast in an area that is already burning, intensely heated, or filled with active flame, roll the spell attack with Advantage.
Outcome Scaling: These effects are cumulative. Use only the highest Damage Rating reached.
- Strong Success (+3 to +5): The target suffers Lingering Harm (Burning). This Burning deals 1 Wound (fire) at the end of the current round, then ends unless extended.
- Heroic Success (+6 to +8): Scorchpulse uses Damage Rating 2.
- Moment of Glory (+9 or more): Scorchpulse uses Damage Rating 3.
Resist:
- On its turn, the target may use a Major Action to make an Athletics (Resilience) or Survival (Resilience) check vs your Spell DR. On a success, Lingering Harm (Burning) from Scorchpulse ends.
Spirit Breath Totem
Tags: Spell, spirit, support, unnatural, totem
“They breathe once more—through you.”
Manifestation: A small spirit totem rises from the ground, exhaling pale breath that steadies failing lungs and pulls spent strength back toward the living.
Target: One space within Survival SL × 4 metres Spell Check: Survival (Cognition) vs Routine DR 2.
Effect: On a success, you manifest a Spirit Breath Totem in the target space. The totem lasts for Survival SL rounds, until destroyed, or until you manifest another totem.
While the totem lasts, when an ally within 4 metres of it resolves an Impaired Refresh, that ally may reroll 1 Miss from that refresh roll. The new result stands. Each ally can benefit from Spirit Breath Totem only once per round.
Totem Defence: The totem has Guard equal to your Survival SL (minimum 2) and Vitality equal to your Survival SL.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The totem’s aura increases to 6 metres.
- Heroic Success (+6 to +8): The first ally who benefits from Spirit Breath Totem each round may reroll up to 2 Misses instead of 1.
- Moment of Glory (+9 or more): Once before the totem ends, when an ally within the aura would move 1 AD to Wounded because of an unstable magical refresh effect, that AD remains Used instead.
Cleansing Bloom
Tags: Spell, nature, healing, support, cleansing
“Every toxin has its counterpetal.”
Manifestation: A pale bloom opens against the target’s skin, drawing venom, rot, and blood-heat into its petals before crumbling into clean ash.
Target: One creature within Survival SL × 2 metres Spell Check: Survival (Cognition) vs Routine DR 2. If the effect being cleansed is magical, cursed, supernatural, or sustained by a spell, use the DR of that source or determined by the Guide.
Effect: On a success, end one of the following effects on the target:
- One source of Lingering Harm (Poisoned)
- One source of Lingering Harm (Bleeding)
- One non-combat poison, toxin, disease, or infection effect, if the Guide agrees it can be cleansed by primal magic
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The target gains Advantage on its next check to resist, treat, or recover from another poison, toxin, disease, infection, or Lingering Harm before the end of the scene.
- Heroic Success (+6 to +8): You may end one additional eligible effect on the same target.
- Moment of Glory (+9 or more): After cleansing the target, move 1 of its Wounded AD to Used.
Tier 2 Wildling Spells
Stonebrace
Tags: Spell, earth, protection, reaction
“Let the mountain carry the blow.”
Manifestation: Stone-dust flashes across the target’s skin as a spectral weight of earth braces their body, catching the force of the strike before it can fully land.
Trigger: You or an ally within Survival SL × 4 metres would suffer Wounds from an attack or harmful effect.
Casting Cost: Reaction; 1 Ready MD Target: The triggering creature
Effect: Roll a number of dice equal to your Survival SL. Reduce the triggering Damage Score by the dots rolled before Wounds are determined.
If this reduces the Damage Score to 0 or lower, the triggering damage deals no Wounds.
After the triggering damage is resolved, the target gains +1 Guard until the start of your next turn.
Earthbound Brace: If you cast Stonebrace while standing on natural stone or earth, and the triggering damage is bludgeoning, stone, earth, impact, crushing, or falling damage, reduce the triggering Damage Score by an additional 2.
Warding Ancestry
Tags: Spell, spirit, protection, support
“The blood remembers. The blood protects.”
Manifestation: Ancestral sigils rise beneath the target’s skin like old blood remembering its shape, forming a brief ward of bone, breath, and inherited defiance.
Target: Self or one ally within Survival SL × 4 metres Spell Check: Survival (Cognition) vs Routine DR 2.
Effect: On a success, the target is warded by ancestral spirits for Survival SL rounds.
Once per round, when the warded target would suffer Wounds from an attack or harmful effect, reduce the triggering Damage Score by 2 before Wounds are determined.
If the triggering damage is necrotic, poison, or psychic, reduce the Damage Score by 1 additional point.
If this reduces the Damage Score to 0 or lower, the triggering damage deals no Wounds.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): The first time this spell reduces necrotic, poison, or psychic damage, reduce the Damage Score by 2 additional points instead of 1.
- Heroic Success (+6 to +8): Once before the spell ends, when this spell prevents at least 1 Wound, the target may also move 1 Used AD to Ready.
- Moment of Glory (+9 or more): Once before the spell ends, when the target would suffer Lingering Harm (Poisoned) or another necrotic, poison, or psychic ongoing effect, that effect is prevented.
Sap and Salve
Tags: Spell, healing, nature, support
“The cure flows through bark and blood alike.”
Manifestation: Amber sap threads through the target’s wounds like living resin, sealing torn flesh as fresh green light pulses beneath the skin.
Target: One creature you touch or one creature within Survival SL × 2 metres Spell Check: Survival (Cognition) vs Routine DR 2.
Effect: On a success, roll a number of dice equal to your Survival SL. Restore Vitality equal to the dots rolled, to a minimum of 1.
For each Vitality restored this way, move 1 Wounded AD to Used.
The target also gains 1 Temporary Vitality until the end of the scene. Temporary Vitality absorbs Wounds before the target’s normal Vitality is reduced. Temporary Vitality does not grant extra AD, cannot be healed, and vanishes when the spell ends.
A creature can benefit from the Temporary Vitality from Sap and Salve only once per day.
Outcome Scaling: These effects are cumulative.
- Strong Success (+3 to +5): Move 1 AD restored by this spell to Ready instead of Used.
- Heroic Success (+6 to +8): The target gains 2 Temporary Vitality instead of 1.
- Moment of Glory (+9 or more): You may also end one source of Lingering Harm (Bleeding) or Lingering Harm (Poisoned) affecting the target.
Tier 3 Wilds Spells
Coming Soon.