Requirements: Train for 1 week under an elder witch OR Dedicate your soul to a demon in a place of power.

Each level of Witch gives you +1 Magic Die.

  1. Flawed, Black Magic, Familiar
  2. Limited Immunity
  3. Improved Familiar
  4. Potion Brewing

While directly exposed to the object of your supernatural weakness, you experience extreme pain and revulsion and suffer -2 to all rolls or 1 damage per round as your form visibly rots, burns, or melts away (whichever effects your GM feels are appropriate). You can take measures to protect yourself; for example a weakness to sunlight can be minimized with voluminous clothing and a parasol.

Good weaknesses include but are not limited to:

  1. Sunlight and depictions of the sun
  2. Precious metals
  3. Ferrous metals
  4. Melodies
  5. Your own reflection
  6. Expressions of strong emotion
  7. Dogs, horses, and whales
  8. Running water
  9. Oil
  10. Prepared food and cut stone

Black Magic
You start off knowing two spells. One is the demon known as Evil Eye, and the other is determined by rolling 1d20. Each time you gain another template of Witch, roll once to attract a new spell—if you roll a result you already possess, choose the next spell above or below it that you don’t already have.

When you gain levels after level 4, you may roll a random spell to replace one you know.

Remove a part of yourself and infuse it into a creature or object to create a Familiar. Your familiar can read your mind, allowing you to send instructions silently, and see through each other’s eyes. You may cast any spell from your Familiar’s location. Your familiar will take one of the following forms:

If your familiar dies, you will need to make a new one. You will lose 1 MD and 1 Spell slot until you do.

Limited Immunity
Choose one source of damage from the following list: 1. steel and iron melee weapons, 2. lead and iron ranged shot, 3. arrows, 4. fire, 5. drowning and cold water, 6. cold weather, 7. hot weather, 8. teeth, claws, and venom of mammals, 9. teeth, claws, and venom of fish, 10. magic and sorcery (other than your own). You are completely immune to it.

Potion Brewing
Make an INT or WIS check after smelling a potion to identify its ingredients (But not its function you need to use it to find that). They will always be 1d6+2 of the following:

  1. A mushroom
  2. A powdered gemstone
  3. A monster part
  4. A rare plant
  5. Something holy or profane
  6. A part of a certain kind of person
  7. The dirt from a certain place
  8. A moon phase

You can decide the specifics. Combine these with water and brew for a week to make 1d6 doses of the potion.

Note: As a witch, your spells are what small minded people call demons.

  1. Evil Eye
    A hunched form with a single large eye and pointed ears; or are they horns? Their material appearance varies significantly between instances—plant matter, stone, raw flesh… He may be ordered to harass a target, tweaking their ears and tying their shoelaces together and generally being a nuisance until given a new order. If it matters, he can exert up to [sum] pounds of force at a time during this duration. Owing to his simple-minded and generally servile nature, he is easy to bribe or goad (using MD) into performing tasks outside his usual repertoire—nearly all of which he is wildly incompetent at.

  2. Hand
    She is a mass of red ribbons, stretched across every available space. She ‘speaks’ seldom, and softly when she does.
    While you concentrate, Hand can lift and move objects within a stone’s throw gently at a rate of [dice] * 30’ per round, or hurl them up to [dice] * 60’ dealing [sum] damage to them and anything they impact with a DEX roll for half. If used to crush, tear, etc, she deals [sum] damage per round. She cannot affect targets that pass a CHA save (or have one passed by their holder/wielder/wearer/etc), and is limited to targets of approximate mass relative to the number of MD invested in her:
    • 1 MD - a handheld object or small animal
    • 2 MD - a person plus gear
    • 3 MD - a horse or monitor plus rider and saddlebags
    • 4 MD - a fully laden wagon
    • 5 MD - a small house plus inhabitants and furniture

  3. Mend
    He is grey-skinned and sullen, wearing something that looks like tradesman’s leathers. Can be roused to enthusiasm by detailed engineering discussions.
    Mend patches holes, welds breaks, and otherwise repairs the touched object instantly, healing up to [sum] + [dice] HP to it if it has HP or fixing any amount of damage short of complete destruction if it does not. If an object has been completely destroyed, Mend may still be able to reconstitute it depending on its complexity and the number of MD invested in him:
    • 1 MD - simple shapes, blocks of material
    • 2 MD - boats, wagons, bridges, most weapons and armor
    • 3 MD - artworks, siege engines, sailing vessels, complex architecture
    • 4 MD - clockworks, repeating firearms, steam engines
    • 5 MD - most corpses (though Mend cannot restore life), most electrical devices

  4. Shatter
    She is boldly colored and somewhat crudely formed, as if pieced together from scrap clay by an inexpert sculptor. Over-fond of complex plans and mechanisms. Thinks she’s smarter than she is.
    In order to command Shatter, her name must be shouted; not merely spoken. She does exactly what her name suggests to any target within shouting distance, and is capable of wreaking an amount of destruction relative to the MD invested in her:
    • 1 MD - A few blows with a hammer (A handheld object, an artwork)
    • 2 MD - Two folks with tools (A door, a chest, a sarcophagus)
    • 3 MD - A half-dozen tradesfolk with block and tackle (A tunnel, a wooden building, an architectural feature)
    • 4 MD - A dozen tradesfolk with heavy equipment (A stone building or fortification, a large cavern)

  5. Enlarge
    She is blue-skinned, elephant-headed, enormous. Refuses to believe problems can be solved by any means other than physical force.
    Enlarge doubles the size of the touched target [dice] times for up to [sum] minutes. If the target is a creature, it gets +2 STR and -2 DEX for each time it is doubled, and anything worn or carried by it likewise increases in size. For each time size is doubled, weight quadruples.

  6. Reduce
    He is red-skinned, bull-headed, enormous. Refuses to believe problems can be solved by any means other than physical force.
    Reduce halves the size of the touched target [dice] times for up to [sum] minutes. If the target is a creature, it gets -2 STR and +2 DEX for each time it is halved, and anything worn or carried by it likewise decreases in size. For each time size is halved, weight is quartered.

  7. Heal
    Wears a linen robe, clinical, detached, omits names and pronouns when speaking. Seen it all before, twice.
    Heals the touched target for [sum] + [dice] HP. Alternatively, can be directed to solve specific problems depending on the MD invested in her:
    • 1 MD - No alternatives.
    • 2 MD - Mend broken bones or other long-term wounds.
    • 3 MD - Cure a malady such as disease or poison.
    • 4 MD - Reattach recently severed limbs.
    • 5 MD - Regrow missing limbs or organs.

  8. Inflict
    He is a crying youth with six many-jointed arms. Two cover his face, two hug his body, and two wield straight razors in furious slashing arcs.
    Inflict cuts a given target within a stone’s throw for [sum] + [dice] damage. He refuses to be directed against inanimate objects specifically, or ones which don’t appear to bleed or feel pain.

  9. Illusion
    He is long-haired and vain and aristocratic, pouts if formed into something ugly and preens if formed into something beautiful. His aesthetic sensibilities are focused on bright, clashing colors.
    Illusion shapes himself into an object or creature up to [dice] * 5’ in diameter, which appears completely real and moves however you desire but produces no sound, smell, touch, heat, etc. Shaping Illusion into a detailed copy of an existing object or creature requires either close familiarity or a reference to work from. Creatures inspecting Illusion closely may roll INT to determine his true nature.

  10. Darkness
    He is a three-meter-long grub, black and shiny and dimly transparent. Clumsy, sleeps more than he’s awake.
    Darkness attaches himself to the touched target and radiates a cloud of absolute magical darkness in a [dice] * 10’ radius. Non-magical sight within or through the radius is completely impossible. He can maintain this effect for up to [sum] hours when attached to an inanimate, unattended, or willing target, or [sum] rounds if attached to an unwilling one that succeeds a CHA save.

  11. Invisibility
    She is faceless, wearing a dark business suit. She chatters with the neurotic, anxious edge of an inferiority complex, especially when performing a task.
    Invisibility submerges the target partway into the ethereal plane for up to [dice] * [sum] minutes, rendering them completely invisible to normal sight and able to see other invisible creatures and objects. If cast with 4 MD, she hides the target from supernatural vision of non-invisible creatures as well.

  12. Scrying
    It has a boxy, geometrically shaped head and a large, hooded eye. Below the neck, it disappears into a mess of black-feathered wings and a single, large crow’s foot.
    Scrying will allow you to perceive through its eye at will, and can be directed to seek out any target that you know the name of and could identify in a lineup of similar targets regardless of line-of-sight or range, which it will watch for up to [dice] * [sum] hours. If it matters, it flies about as fast as a commercial airliner. For each MD invested in it beyond the first, you may have it perform one additional task from this list:
    • Relay sound to you.
    • Relay touch, taste, and smell to you.
    • Allow you to speak through it.
    • Alert you under specific conditions even if you’re not paying attention (or sleeping).

  13. Open
    He wears a jumpsuit or coverall, and has four many-jointed arms tipped with jagged steel spines. He is a creep, a voyeur, a kleptomaniac, and argues vociferously for you to fulfill his desires.
    Opens a target within a stone’s throw. Doors are flung wide, shackles bent open, belts come undone. The occupants of armor, clothing, mecha, etc. are expelled. If the target is secured, attended, or sapient, Open is [dice] level with +[best] STR, and skilled at opening things.

  14. Hold
    She is a sinister figure in white, blindfolded, bound in chains and one of those funny jackets that won’t let you check your wristwatch. She speaks in a piercing, imperious voice.
    Closes and locks (if applicable; doors slam shut, drawbridges slam up, half-drawn swords slam back in their scabbards) a target within a stone’s throw, then Holds it in place for up to [sum] rounds. If the target is secured, attended, or sapient, Hold is [dice] level with +[best] STR, and skilled at wrestling.

  15. Terror
    He is an emaciated figure, contorted into a fetal position with wild eyes and every muscle tensed. He is terrified of everything, for absolutely blisteringly incoherent and conspiratorial reasons. If asked to elaborate on a given phobia, he has a 1-in-6 chance of being (in some small part) correct in his fears.
    Emanates a burst of psychic Terror, causing up to [sum] targets of [dice] HD or less to roll CHA or flee your presence for [sum] rounds. If unable to flee, targets that fail their saves cower unresponsively for the duration. Targets that succeed their saves or remain in your presence beyond his duration are shaken, and suffer a -2 penalty to everything until they are able to escape you and take a minute to calm down.

  16. Sleep
    He is a twitching, aberrant wreck, paranoid shivers and sharp edges cast in polished steel and white glass. He abhors violence and will wake his targets by shrieking if you plot to execute them.
    Causes up to [sum] targets of [dice] HD or less to roll CHA or fall into a deep, coma-like sleep for [sum] hours, from which they can only be awoken by vigorous slapping/shaking (which takes an action from someone nearby) or damage, and during which they do not require any food or water. Surprised targets automatically fail their saves, and if cast on a single target with more than one MD his effects are permanent until awakened.

  17. Fog
    He is a pile of cyan-stained rags and linens that only vaguely resembles a humanoid form. A diffuse, pale glow emanates from where his face would be.
    A huge quantity of black Fog pours forth from your mouth and nose, spreading to cover a [dice] * 30’ radius for up to [sum] hours, or [dice] minutes in bright sunlight or strong wind. The density and effects of the fog vary with the number of MD invested in him:
    • 1 MD - The fog is sufficient to obscure details (faces, etc) and apply disadvantage to ranged attacks made through it.
    • 2 MD - The fog is sufficient to obscure objects more than 5’ away in their entirety.
    • 3 MD - The fog is thick enough to conceal an outstretched hand, and completely opaque to supernatural vision.
    • 4 MD - The fog deals [best] damage to creatures other than you with every breath, and they must roll STR each round or be struck permanently blind if it contacts their eyes directly. When commanded with this number of MD, Fog instead answers to the name Cloudkill.

  18. Animate Dead
    She is an old woman, black-shrouded and mourning. Her voice carries the weight of centuries, and she teases at ancient secrets.
    Animates a touched corpse of [dice] * 2 HD or fewer, raising it as undead. If cast with 2 or less MD the undead raised are unintelligent and will serve you unquestioningly. If cast with 3 or more MD the undead raised are intelligent, created free, and may roll CHA to resist being brought back into the world if they desire. The specific type of undead raised depends on the number of MD invested in her, and the ritual preparations undergone as a part of the casting:
    • 1 MD - Skeleton. Requires black gemstones worth at least 25 sp, which are placed in the eye sockets of the corpse. Removing the flesh of a corpse that is not already skeletonized takes at least one hour of solid work.
    • 2 MD - Zombie. Requires embalming and preservative agents worth at least 50 sp and one hour to properly apply them, or a corpse which has already been preserved through similar methods. Alternately, zombies can be created with no preparation or materials from a fresh corpse, but will be paralyzed by rigor mortis within [sum] hours.
    • 3 MD - Ghoul. Requires a piece of dead flesh and gnawed bone both from the corpse of a sapient creature, a pot of grave earth, a fragment of crypt or tombstone, and ten minutes to force all of the above down the target’s throat and into its stomach.
    • 4 MD - Revenant. Requires black gemstones worth at least 1,000 sp, the bottled soul of a sapient creature, and one minute to lure the target’s soul back to their body using the above as sacrifices.
  19. 5 MD - Haunting. Requires an item of the target’s that had great personal value to them when they were alive, and six hours to carry out the necessary rituals to summon and re-bind them to their corpse.
    • 6 MD - Lich. Requires uniquely powerful reagents that are definitely not for sale, and twenty four hours to conduct an elaborate ritual extracting and processing the target’s soul. Animate Dead resents answering to this name, and protests its inaccuracy.

  20. Abjure
    He is a small child formed from blue-tinged iron, nervous and fretting with bracelets. He is lonely, friendly, and craves the company of other demons.
    Abjures magical effects, elementals, devils, other spells, the animating spirits of undead or constructs, curses, &c back to wherever they came from. If commanded as a readied action, Abjure can counter any other spell as it is cast and before it takes effect. He can only Abjure effects with equal or lower [sum] or [dice] to his own; use HP and HD in their place if it’s a target that doesn’t have those values.

  21. Summon
    She is a devilress clad in black businesswear, her proportions slightly off when viewed from the corner of your eye. Her fingers taper to red-stained razor points, and her ever-so-slightly-too-wide grin hides a forest of needlelike teeth. She is quick to inform about the dangers of commanding her, and has release forms and waivers to be signed if you do.
    Summons a devil of [dice] HD and [sum] HP for [sum] rounds. The devil is not in any way compelled to do your bidding unless you know its true name, in which case it is unable to harm you and you may dismiss it at will. Commanding Summon with more preparation (and signing more of her contracts and forms) allows a longer duration and more control over the devil to be summoned:
    • With one round of preparation (a hasty signature, a quick sigil on the ground) the summoning persists for [sum] minutes and you may make one opposed CHA roll to banish the devil per round (for example, if it’s trying to kill you).
    • With one hour of preparation (a lengthy perusal of contracts, a well-formed summoning circle) the summoning persists for [sum] hours and the devil is unable to leave the summoning circle until you allow it (traditionally, after it’s agreed not to kill you).


  1. Your skin turns grey and brittle. For 1d3 days, any exposure to sunlight causes you 1d6 damage.
  2. Your mouth vanishes for 1d6 hours.
  3. A nearby object explodes.
  4. Plants within a [dice] * 5’ radius wither away and will never grow there again.
  5. Every cat in 1 mile comes running.
  6. Up to [sum] nearby corpses rise from the grave and attack you.

This Doom can be escaped by giving up an archdemon as a burnt offering, in a ritual presided over by a priest of appropriate power.

  1. You start to lose control, unwarrented outbursts of anger or manic laughter.
  2. Your skin feels tight. You must make a saving throw to approach something painted indego blue. Once per session, at the referee’s direction, save or do something uncharacteristically cruel.
  3. One night, your skin splits and you emerge as something truely monstrous. You begin to feed.