Thursday, January 30, 2014

A Witch class for LotFP

One of my players chugged a reincarnation potion shortly before dying, and got the "pick your new class" result. He said witch, so I decided to write a witch class. It's dumb and mostly pretty derivative. A lot of ideas and spells were either heavily inspired by or directly lifted from Zak S, Courtney C, LotFP obviously, this awesome list of spells by Adam T, uh... some of the familiars came from middenmurk I'm pretty sure. Credit where credit is due, in a general sense.

House rules: I use the Skills: The Middle Road system, and the death and dismemberment rules hosted on Courtney's site. I also use Courtney's spellcasting bell curve for M-U and cleric, but not witch. These things are not necessary.

My goal was to make a class that was thematically consistent and had interesting utility. I was too lazy to check for bad spelling or good formatting or overwrought melodramatic writing, so...

The Witch


Orson Welles did this.




LEVEL
EXP
HP
Paralyze
Poison
Breath
Device
Magic
1
0
1d6
12
13
17
13
15
2
2,500
+1d6
12
13
17
13
15
3
5,000
+1d6
12
13
17
13
15
4
10,000
+1d6
12
13
17
13
15
5
20,000
+1d6
10
11
15
11
13
6
40,000
+1d6
10
11
15
11
13
7
80,000
+1d6
10
11
15
11
13
8
160,000
+1d6
10
11
15
11
13
9
320,000
+1d6
8
8
13
9
10
10
480,000
+2*
8
8
13
9
10
11
640,000
+2*
8
8
13
9
10
12
800,000
+2*
8
8
13
9
10
13
960,000
+2*
4
6
9
6
7
14
1,120,000
+2*
4
6
9
6
7
15
1,280,000
+2*
4
6
9
6
7
16
1,440,000
+2*
4
6
9
6
7
17
1,600,000
+2*
3
4
7
5
6
18
1,760,000
+2*
3
4
7
5
6
19
1,920,000
+2*
3
4
7
5
6
20
2,080,000
+2*
3
4
7
5
6
*Constitution mod no longer applies





SPELLS PER LEVEL:


Caster Level
Level 1*
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
1
1
-
-
-
-
-
-
-
-
2
2
-
-
-
-
-
-
-
-
3
2
1
-
-
-
-
-
-
-
4
2
2
-
-
-
-
-
-
-
5
2
2
1
-
-
-
-
-
-
6
2
2
2
-
-
-
-
-
-
7
3
2
2
1
-
-
-
-
-
8
3
3
2
2
-
-
-
-
-
9
3
3
3
2
1
-
-
-
-
10
3
3
3
2
2
-
-
-
-
11
4
3
3
3
2
-
-
-
-
12
4
4
3
3
2
1
-
-
-
13
4
4
4
3
3
2
-
-
-
14
4
4
4
4
3
2
1
-
-
15
5
4
4
4
3
2
2
-
-
16
5
5
4
4
4
3
2
1
-
17
5
5
5
5
4
3
2
2
-
18
5
5
5
5
4
3
3
2
1
19
6
5
5
5
5
4
3
2
2
20
6
6
5
5
5
4
3
3
2
*I like to grant one additional level 1 spell slot if the caster's prime req score is 13+. Also the "spells per level" values are kind of somewhere in between the LotFP and B/X values.



The witch class casts spells by expending spirit energy. Spells are not lost upon casting. Instead, whenever a witch casts a spell, she rolls a number of d6 spirit dice equal to the spell level, and suffers that much damage (e.g. a witch casting geas would take 6d6 damage). A witch may choose to roll additional dice when casting a spell. For each additional die rolled in this way, the target's save is reduced by 1. This can be used in conjunction with other casters' spells as a full round's action.* A witch cannot cast spells when wearing armor heavier than leather.

*This whole spellcasting system is designed with the hope that it is not outclassed by the bell curve system, but also plays in a different manner. If my game used straight Vancian magic, I would definitely consider using that system instead of this spirit damage thing.

Witches begin at level 1 knowing Summon Familiar and three randomly determined level 1 spells. Each time a witch gains a level, she learns one random spell for each new spell slot she gains. If a witch wishes to learn a new spell, she must spend one week per spell level consuming a hallucinogenic tea. This tea costs 250sp* per week of use, and can be made with common (but expensive) ingredients found in any city.
*Assuming you use a silver standard, of course.

If she desires, a witch may choose to roll any number of d6 quickening dice when casting a spell. On a result of 9+, the spell will go off instantly at the beginning of the round. Otherwise, the spell goes off at the witch's initiative order. If a witch uses quickening dice, she takes damage equal to ½ the result of the quickening roll, regardless of its success or failure. If two or more dice come up as 1, there is a spell fumble. If two or more dice come up as 6, there is a spell surge. If two or more dice come up as the same number from 2 through 5, there is a wild surge.*
*This rule also assumes that you are using Courtney's bell curve system. If you are, you might consider limiting the number of quickening dice available. Probably use the same rules as M-U an cleric use to determine how many dice are available.

Witches begin at level 1 being skilled in alchemy. Witches automatically know the recipe to create any potion that mimics a witch spell effect, and receive a +1 bonus on alchemy checks to create such potions. A witch requires a cauldron to engage in alchemy.

A note to myself: fitting all the level-appropriate spells into a rollable quantity of spells is tough, but a witch should probably have Speak with Animals available. Maybe make it available as a separate ability 3 times a day as a roll-under-CHR check? Or remove a spell? Fog has I think a nice imagery for a witch, but perhaps Wall of Fog doesn't communicate this as well.


SPIRIT DAMAGE DEATH AND DISMEMBERMENT RESULTS

If you use Courtney's thing...


  1. (no entry)
  2. Your spirit brushes up to an otherworldly presence. It marks you. Scar in a place of the player’s choosing.
  3. Drawing so much from the spirits causes you to lose focus on the material world. Drop anything held.
  4. A sharpness is felt as something tugs at your spirit. Pain 1.
  5. A glimpse of a spirit’s true face leaves you dazed for 1 round.
  6. Energy crackles from the nearby plants and animals, striking you. Make dex check to remain standing. Bleed 1.
  7. The drain on your spirit ages you prematurely. Age 2d4 years.
  8. You breathe in deep, accidentally inhaling some of the volatile ambient magic. You are stunned for 1 round.
  9. Wild energies cause spontaneous and unexpected polymorphing. Though you end up in your own body, the experience is painful and disorienting. You are dazed for 1d4 rounds. Pain 2.
  10. Your body cannot hold all the excess energy, and it breaks free, crackling and burning along your skin. You have first-degree burns. Roll 1d6. 1: left arm. 2: right arm. 3: left leg. 4: right leg. 5: chest and torso. 6: head. 1d4 pain.
  11. With no spirit energy left, you draw from your own life force to complete the spell. -2 Strength. Pain 2.
  12. The pain of drawing on such deep reservoirs of spirit is overwhelming. First Aid: act as if under the effects of a confusion spell. 1d4 pain.
  13. A bolt of spirit energy rises from the ground. You throw up your hands to block it instinctively. Drop anything held. First aid: arm is useless. Pain 3.
  14. One of the spirits called upon thinks you look like a good vessel, forcing a mental struggle in order to retain control of yourself, leaving you physically helpless and wracked with violent convulsions. Stunned for 1d4 rounds. Bleed 1. Pain 1.
  15. Your ears are ringing with the whispers of spirits as they claw at your psyche. First Aid: deaf. Pain 2.
  16. Your eyes roll up in the back of your head uncontrollably, and your mouth begins to foam. First Aid: blind. Pain 3.
  17. Your body is weakened and twisted as you draw from what little energy you have remaining. -1d3 constitution. Pain 1d4.
  18. Your arm withers to nothing, a tribute for the spirits you call. Roll 1d6. 1-3 you lose your hand. 4-5 you lose our arm from the elbow down. 6 your entire arm is lost. -1d4 dexterity. Pain 1d4.
  19. Your leg goes limp, then searing agony as all life leaves it forever. Movement speed halved. Dexterity is halved. Pain 3.
  20. Near death experience, as your spirit is dragged briefly from your body. First Aid: you are stunned. Save vs. death or fall dead. Pain 1d4.
  21. Your body bursts into flame, inflicting horrible wounds. Third degree burns. First aid: sickened. Save vs. death or die from shock. Pain 1d4.
  22. Your spirit is almost completely drained from the magic. Max HP drops by 2d6. Age 25 years. Dazed for 1d4 rounds.
  23. Your spirit is pulled into the aether. Your body is left hollow and functionless as your spirit tries to find its way back. You are comatose for 1 week. -1d4 intelligence, -1d4 wisdom.
  24. Your spirit is drained completely of power, leaving you with nothing left to live. Although your body still functions, your soul is lost forever.
  25. The spirits of nature, invisible to the untrained eye, are drawn to the sudden surge of power surrounding you as hyenas to a corpse. As they devour your spirit, you release a blood-curdling scream. Your allies look on in horror as you writhe from nothing, then collapse dead. All allies in area must save vs. paralysis or be dazed for 1 round.
  26. Your flesh slowly disappears into bits of light as the energy consumes your flesh, killing you in 1d4 rounds.
  27. Unnatural weather patterns coalesce around the energy. You are struck directly by lightning, killing you instantly. Anyone adjacent to you takes 2d10 lightning damage and is stunned (save to avoid).
  28. Your body bursts into flame as the energy consumes you. Even if the material flames are put out, the fire consuming your spirit burns much hotter. Your last thought before death is relief that the pain will soon be over.
  29. Your body explodes in a mist of energy, leaving scattered remains in a 20’ radius.
  30. Greedy spirits compete for dominion over your soul. Your face develops a slack, confused expression shortly before you collapse dead.
  31. Your flesh and muscle are consumed as the energy washes over you, leaving nothing but a skeleton sterilized by the heat. Incidentally, the bones of a witch killed in this way are highly sought after for rare alchemical experiments. All mundane equipment is lost. Magical items have a 30% chance of being lost.
  32. Your body contorts from the influx of energy, twisting in impossible ways as it gradually turns itself inside out. Mundane worn equipment is lost. Worn magical items have a 33% chance of being lost.
  33. The energy you consume is controlled, after a fashion. A smile crosses your lips as the spirit departs for the realm of the fey, no longer concerned with problems of flesh.
  34. A twitch of the eye is the only warning before your body melts into an unrecognizable goop. Gear may be destroyed by this as well. 80% chance for mundane gear, 40% chance for magic items.
  35. One of the spirits seeking your soul has proven more resilient than the rest. Though your body lives on, the spirit that occupies it can no longer be said to be your own. Your own consciousness watches as a prisoner, seeing through eyes and feeling with a body that you no longer control.
  36. Total conversion as your body and everything you are holding becomes pure energy. The entity once called you ceases to be.
  37. 36+ as 36.

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