The Vampyre
Origin: A Vampyre is a paladin who died in battle against a vampire.
The powers of good and evil merged, the good holding of about half of the
vampires cursed power. However, enough evil power consumed the paladin
to fill him with dark powers.
A Vampyre must be Lawful/Evil. At the 3rd level he gains the ability
to pollymorph himself into a wolf, giant bat, and vampire bat (as monster).
He gains levels as a paladin but gains no special abilities of one.
He needs only to sleep once every four days and also must drink blood on
that day. On that day, the Vampyre must hide himself from sunlight.
If he does not, he must save vs. death or disentegrate and only a wish
spell may revive him. If he successfully saves, he takes 5d10 points
of damage.
Vampyre class by: Kody Davis <kdavis@azone.net>
The Witch
The concept of adapting witchcraft to the AD&D game has existed
at least since the early days of Dragon magazine, culminating in issue
#114 with a fantastic adaptation by Bill Muhlhausen, which succeeded rather
well in capturing the nature of witchcraft. With the advent of edition
two, however, the witch was reduced to a mage kit, and lost many of the
characteristics which had made the first edition version workable. Anyone
familiar with the witches of Greek myth, or of medieval legend would know
that the witch is not simply a subclass of the mage, locked in an internal
battle against arcane spirits. Witches such as Circe, Rhiannon, or even
Morgan LeFey were priestessed of Gods and Goddesses who were lesser know,
but ultimatly no more or less nefarious than their better known kindred.
The escence of witchcraft is knowledge, secrecy, ritual, and a sense of
respect for the powers of nature. Evil is not a necessary part of witchcraft,
though certainly the secrecy of their sects has opened them to numerous
rumours. Whatever their alignment, witches have more in common with druidic
priests than any other class of character, though the way in which their
spells work often is reminiscent of magecraft. The following is not intended
to be be a revision of the Dragon #114 witch, but rather a totally new
version, to modernize the witch class, and bring it more completely into
the second edition.
Witches raise in level as mages do, use 4-sided hit dice until 11th
level, thereafter gaining 1 hitpoint per level. Witches must have a minimum
intelligence of 14, minimum wisdom of 14 and minimum charisma of 12. Humans,
half-elves and elves of any sort may become witches.
Religions: The religions of witchcraft are most often forgotten
or forbidden by the societies in which they dwell, perhaps the primary
reason why all witches are rumoured to be evil. Even in instances where
witches might worship a relatively well known diety, such as Selune in
Faerun, the sect itself is rather secretive, and may have very little contact
with their diety's more commonplace priests. Witchcraft religions more
often focus on female dieties than male, and for this reason perhaps, most
witches are female, though this is not a given rule, and certain sects
welcome males among their numbers. Masses are highly ritualistic, and typically
involve the combining of individual powers into group cabalistic magic.
Witch covens are often involved in important world events, though they
do so quietly, and behind the scenes. Covens tend to tolerate a high degree
of individuality and autonomy among their members, as it is expected that
the paths of the individuals serve the diety in some way. All witchcraft
sects have an appreciation of nature, either its beauty or brutality, and
as such no witch will willingly cause damage to nature. Dignity is of foremost
concern to witches, and should they deign to travel among common society,
they display the trapping so their religion openly, unless the the will
of their diety is better served by temporary subterfuge. However, as a
function of this, all witches are granted immunity from the effects of
cantrips by their dieties, as cantrip effects often serve to embarrass.
Withces may use cantrips normally however, much as a mage. However, witches
pray for their spells as a priest would.
Similarly, witches are granted Wisdom bonuses for spells as priests
are. All witches feels a sense of sisterhood, and as such witches of different
religions often interact more peacefully than might a witch with priests
of her own religion. This does not preclude witches from working against
each other of course, should their dieties be opposed.
Special Powers Like specialty priests, witches are granted special
powers by their dieties. These powers are genrally meant to aid witches
in their interactions with society, and witches are often sought out by
commoners for these. It should be noted that, in spirit, most of these
are not intended to be combat-oriented (save for those defensive abilities
against undead), for example it could be assumed that a witch's curse takes
hours of preperation, and prayer, and can not be simply tossed off in the
heat of battle. The powers are granted as such:
Immunity to cantrips (1st Level)
Glamour (1st Level): This ability grants the witch to temporary raise or
lower her charisma by 1 point for every four levels of experience. This
does not actually change the witch's appearance, but gives other the impression
she is more formidable or impressive or frightening, depending upon if
the charisma is raised or lowered. It lasts for 1 round/level. Circle of
Protection (2nd level) By means of special dusts placed upon the ground
in a ritual circle, the witch is able to create a sphere of protection
which will ward off undead to the same degree as a priest's turning ability
at the same level. Undead are not actually turned however, simply act as
if an invisible barrier lies between them and the witch. The circle is
10' diameter, and takes 1 turn to place down. The surface upon which it
is placed must be relatively smooth, and a mild wind will blow the circle
away, as might the feet of a careless party member.
Brew Poisons and Narcotic (3rd Level) Each dose takes one hour to brew.
Both are ingestive, narcotics requiring a save versus poison or rendering
the individual unconscious, poisons also requiring a save versus poison
or rendering the individual dead. Both take 1 turn to take effect.
Brew Truth Drug (4th Level) Each dose takes 4 hours to brew. Any humanoid
ingesting a dose of this must save versus poison or answer 1-4 questions
as truthfully as possible. The witch will be able to note that the drug
has taken effect by the slurred speach of the recipient.
Immunity to Undead Fear Attacks (5th Level) At this level, no undead fear-based
attack, such as that of a vampire, the touch of a ghost or the wail of
a banshee will affect the witch. The witch is not immune to fear-based
attacks orriginating from any other source however.
Longevity (6th Level) From this point forth, the witch ages at 1/10 her
normal rate. This does not grant immunity from magical aging however.
Use all Magical Scrolls (8th Level) Before 8th level, witches can only
read scrolls penned by other witches. From this point forward they are
able to read magical styles common to mages or priests. They may also cast
spells directly from a mage's spell book, though they may not memorize
such spells, and casting in this manner erases the spell as if it were
on a scroll, causes the witch 1-4 h.p. damage from uncontrolled magic flowing
through her, and has a 25% chance of erasing the entire spell book.
Manufacture Minour Magical Items (9th Level) As per AD&D rules. This
includes potions and scrolls and charge based magic items such as wands.
It should be noted that most witches simply can not afford to be manufacturing
Staves of the Magi. Immunity to Disease (10th Level) This includes all
normal non-magical diseases, and grants a 25% immunity to any magical diseases,
such as a cause disease spell on top of her normal save.
Aquire Familiar (11th Level) Witches familiars are somewhat unique. They
have 1-4h.p., which they grant to the witch. Should the familiar perish
prematurely, the witch only loses the original 1-4 h.p., not double. Witches
may specify the type of animal they wish to acquire, though it must be
native to the area she is in, and no bigger or more unusual than a cat
or small owl. The animal will be intelligent and capable of telepathy with
the witch, and the witch may experience what the familiar is seeing and
hearing if she concentrates on it and does nothing else.
Immunity to Life-Draining Undead Attacks (12th Level) At this level, the
witch need never fear the level-draining attacks of wights, wraiths, spectres
and the such. However life-draining spells or magic are still something
of a problem.
Brew Flying Ointment (13th level) Each takes 8 hours to brew. Rubbing this
upon her body will act like a potion of flying.
Acquire Apprentice (14th Level) The witch's fame has finally reached beyond
her coven, and a young naive woman seeks her out to learn the ways of the
sect. It is the witch's choice to accept or not, though doing so has advantages
and disadvantages. The advantages to the witch includes the accompanyment
of an assistant, and the favour of her diety for one week (equivelant of
a bless spell). However, should the apprentice die while in the witch's
care, the witch will take 1-10 h.p. damage from utter grief (though this
damage will never directly kill her), and be forced to perform a quest
for her diety to atone. Refusing the apprentice frees the witch from responsibility
of a bungling low-level farmgirl. However, the diety will be miffed, and
will refuse to grant spells of 7th level or higher until the witch performs
a quest of atonement. The apprentice will be a 0-level human, and must
accompany the witch on a single quest on behalf of their diety. Upon completion
of the quest, the apprentice is raised to 1st level, invited into the coven,
and no longer under the servitude of the witch, though they might still
work together by choice if they got along.
Manufacture Permanent Magical Items (15th level) Again, AD&D rules
apply, though witches simply don't sit around making gauntlets of ogre
power when there are matters to attend to. Oracle (16th level) Once a month,
the witch is granted a telepathic communication with her goddess, and may
actually discuss any matter of concern. The diety need not answer if she
declines to of course. Oracles often occur during sleep, and dieties usually
will speak in metaphours and riddles. Even many High Priestesses hate oracles,
though once the power is granted it is expected to be used each month.
Witch's Blessing (17th level) At this level, the witch may grant one blessing
each month upon an individual she deems worthy. The recipient of the blessing
must not have his or her life-path directly linked with the witch (i.e.
not a party member). The blessing can take one of the following forms:
1.) Newborn blessing--the witch may cast this blessing on newborn infants,
granting them lifelong health, beauty, strength or luck, witch's choice,
and they shall evermore function as if they have a permanent bless cast
upon them.
2.) Glorious Battle--if granted upon a military or political leader
before a critical battle, his or her force will function as if twice in
number, and the leader will strike at +2, doing double damage, though his
armour class is reduced by 3, due to the air of glory he caries along with
him or herself.
3.) Oracle--grants an individual an opportunity to speak directly with
her diety. The diety may actually be clearer with a poor peasant than she
might be with her own witch.
4.) Deathwatch--grants and individual a spectral shadow, which will
cast aside the individual at the moment a mortal blow is about to be struck
and take the blow itself. The deathwatch works only once.
5.) Favour--the individual is granted the permanent effects of a bless
spell. Obviously the witch may not use these blessings on herself, her
coven members or any of her close associates. However, many individuals
may offer rewards in exchange for a witch's blessing, though witches are
generally forbade from granting them for profit. Blessings take one round
to bestow.
Witch's Curse (19th level) Also usable once per month, the witch may level
these against whomever she chooses, though doing so might attract the attention
of dieties other than her own, or potentially other nefarious creatures
wondering why such powerful mana is being thrown around, so the witch is
cautioned against using these frivolously. Curses take a full day to bestow,
and the witch must be uninterrupted. The witch may choose from the following
effects
1.) Wasting--the recipient of this will loose 1Constitution Point each
week as the individual sickens and dies, until the consitution reaches
0.
2.) Ill-Fortune--the recipient of this will be the victim of continuous
negative life events, such as poor health, failed buisness ventures, death
of family members, betrayal from friends or loved ones, etc.
3.) Disfavour--the recipient is affected permanently as by the reverse
of a bless spell.
4.) Chaos--this curse, when placed upon a military or political leader
on the eve or a critical battle, will breed confusion and fear among his
or her troops rendering them only 50% effective. Similarly, the leader
will have a -2 to hit and hits done to him will do double damage.
5.) Portends--the recipient is haunted by evil nightmares and visions,
to the point he or she is unable to fuction normally. When used upon a
priest or mage, they are unable to study or pray for spells. It should
be noted that a witch's curse can only be removed by slaying that witch,
even a Wish spell won't do it, as the Curse is enforced directly by the
witch's diety. Curses can be easily identified by other priests however,
chances equal to rolling over a 10 on a D20, modified by the difference
between the observer's level, and that of the witch (i.e. a 20th level
Priest need roll above a 9 to discover a 19th level witch's curse). However
identifying the specific witch who cast it is more difficult, with circumstances
up the the specific DM.
Shape Change (20th level) Usable once/day as per the spell. Candle Magic--Limited
wish (22nd level) Usable once/month as per the spell. Casting this requires
a week long ritual, and is named due to it's use of literally thousands
of candles. Spells As mentioned, witches pray for spells, as priests do,
giving them an advantage over mages, though their range of spells is somewhat
restricted to offset that advantage. All spells are as per the 2nd Edition
Players Manual except for those detailed below. Spells witches use are
generally limitted to Enchantment, Conjuration, Evoking, Alteration, with
some Abjurement. Necromancy and illusions are generally avoided, the former
due to its contrast with nature, the latter because they are not dignified'
magic. Witches do not use their holy symbols in conjunction with spell
casting. Witches advance both in level, and in spell casting as mages do,
though they may have bonus spells, in accordance with high wisdom.
Witches' spell list
Level 1
Level 2
Level3
Level 4
1.Alarm (w1)
Message (w1) Ray Enfblemnt(w2)
Animal Summ.I (p3)
2.Burning Hands (w1) Walls of Mist (w1)
Spectral Hand (w2)
Prot evil 10' (w3)
3.Charm Person (w1) Bind (w2)
Summon Swarm(w2) Haste(w3)
4.Compreh. Lang. (w1) Detect Invis. (w2) Clairvoyance(w3)
Wind Wall(w3)
5.Detect Magic (w1) ESP (w2)
Clairaudiance(w3)
Confusion(w4)
6.Detect Undead (w1) Flaming Sphere(w2) Fireball(w3)
Emotion(w4)
7.Erase (w1)
Irritation (w2) Gust
of Wind(w3)
Enchanted Weap.(w4)
8.Hyptnotism (w1)
Locate Object (w2) Lightning Bolt(w3)
Fire Charm(w4)
9.Identify (w1)
Scare (w2)
Non-Detection(w3)
Ice Storm(w4)
10.Read Magic (w1) Tasha's Lghter(w2)
Prot. Norm missls(w3) Magic Mirror(w4)
11.Write Magic (w1) Blink (w3)
Suggestion(w3)
Minor Globe Inv.(w4)
12.Shield (w1)
Hold Undead(w3) Tongues(w3)
Polymorf Other(w4)
13.Sleep (w1)
Secret Page(w3) Charm monster(w4)
Polymorf Self(w4)
14.Servant Sprit (w1) Know Algnmnt (p2) Detect Scrying(w4)
Plant Growth(w4)
15.Alter Self (w2) Hold Person(p2)
Dispel Magic(p3)
Stoneskin(w4)
16.Darkness 15' (w2) Bless(p1)
Cure disease(p3)
Wall of Ice(w4)
17.Prot.From Evil(p1) Find traps(p2)
Neg Plane Prot.(p3)
Dissmissal(w5)
18.Anml.Frendshp(p1) Speak w/Animls(p2) Remove
Curse(p3)
Dream(w5)
19.Create Water (p1) Hold Animal(p3)
Starshine(p3)
Cure Serious(p4)
20.Cure Lt. wnds(p1) Gwen's Garden**
Spirit of Avalon**
Divination(p4)
21.Invis to Undead (p1) Neutralize Pois(p4)
Level 5
Contagion(w4)
Dim. door(w4)
Wall Fire(w4)
Chaos(w5)
False Vis.(w5)
Hld Mnstr(w5)
Sending(w5)
Telekin(w5)
Teleport(w5)
Anti-Mag Shl(w6)
Legend Lore(w6)
Lower Water(w6)
True Seeing(w6)
.Produce Fire(p4)
Commue(p5)
Dispel Evil(p5)
MoonBeam(p5)
Dolor**
Immunity**
Level 6
Level 7
Level 8
Level 9
1. Animal Summoning II(w4) Chain
Lightning(w6) Prismatic Spray(w7)
Permanency(w8)
2. Cloudkill(w6)
Control Weather(w6) Antipathy/Sympathy(w8) Crystal Britt(w9)
3. Domination(w5)
Geas(w6)
Demand(w8)
Gate(w9)
4. Contingency(w6)
Charm Plants(w7) Mass Charm(w8)
Imprisonment(w9)
5. Discintegrate(w6)
Control Undead(w7)* Maze(w8)
Succor(w9)
6. Enchant an Item(w6)
Finger of Death (w7) Otto's Irres. Dance(w8)
Earthquake(w9)
7. Ensnarement(w6)
Forcecage(w7)
Screen(w8)
Sunray(p7)
8. Eyebite(w6)
Power Word Stun(w7) Serten's Spell Imun.(w8)
Windwalk(p7)
9. Globe Inv.(w6)
Spell Turning(w7)
Symbol(w8)***
Banish**
10. Mass Suggestion(w6) Vanish(w7)
Trap the Soul(w8)
Exaction(p7)
11. Reincarnation(p7)
Vision(w7)
Astral Spell(w7)
Meteor Swarm(w9)
12. Stone to Flesh(w6)
Binding(w8)
Foresight(w9)
13. Banishment(w7)
Mind Blank(w8)
Regenerate(p7)
14. Live Oak(p6)
Death Spell(w6)
15. Wall of Roses**
16. Worship**
*Witches will use this only temporarily, as they generally despise undead,
and will ultimately destroy their charges.
** New Spell, described in spells in Ilnyaupe.
*** Fear, Hopelessness, Insanity, Pain or Sleep.
The witch described herein was created by Christopher J. Ferguson <cfergu02@fiu.edu>