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Undead Slayers
Witch

 

The Witch!

By far one of Vastonia's most mysterious classes. The Witch generally seeks to bring harm to the world. Their cults are dedicated to powerful demons and the works of black magic. They strive to rid of holy beings and everything associated with goodness and righteousness.

Marked for death by almost every creature known to exist, the Witch cults make their unholy asylums far atop mountains or perhaps deep within the natural surroundings of a dank forests. Unlike others organizations that represent injustice and evilness, members of a Witch cult spend most of their lives in secret, eagerly devising new magical incantations of disastrous proportions. When given the chance to leave the cult's watchful eye a Witch will search out victim's to test their new found powers and spells on. Total chaos and mass destruction are the undeniable goals of every Witch and they will not rest until every last creature, structure and/or person standing in their wake is utterly destroyed.

Class Requirements: The principle attribute of a Witch is wisdom. To become a Witch the character must have scores of not less than 15 wisdom, 14 dexterity and 13 intelligence. A high constitution score is also desirable. The Witch must be of evil alignment or at best chaotic neutral. The Witch must be Human, or Elven in extreme cases. Witch characters must use only black magic, other magic is unexceptable.

General Info: Witch's use an eight sided die (1D8) for hitpoint determination, thus equaling a the hit-die of a cleric or other priest class. Witch's start with whatever money their cult deem necessary, if this amount is zero then so be it. A witch will alternatively have problem acquiring sufficient money for what is needed. They initially receive 2 weapon proficiency slots and 4 non-weapon proficiency slots. They then receive 1 WP and 1 NWP slot every 4 levels. Bonus proficiencies include; ancient history, demonology, spellcraft, herbalism and, ancient languages.

Black Magic Spells Inside!

The Unholy E'Necrom, which includes the black magic of Witch CraftThe Unholy E'Necrom is to a Witch, what the bible is to a Christian. They follow the E'Necrom's ancient scriptures to a tee and live by it's coded teachings as if it were a living person of divine significance. The Grand Grimwaer is also a book of ultimate destructiveness and many a Witch has died attempting to recover this legendary relic of godly creation.

 

 

Primary Abilities: Spell Casting, also see combat bonuses

Class Restrictions: Cannot use silver items or holy items (burn to the touch), can never be dual class or multi class.

Combat Bonuses: Witch's receive no bonuses when using any type of hand held weapon. Instead they gain their advantage through spell casting. A Witch normally casts spells at a rate equal to 1 segment (6 seconds)/ level of spell. Ergo a 7th level spell would take the Witch 7 segments (42 seconds) to cast. They also subtract 1 second for each point of initiative scored during the initiative phase of combat, thus giving them a much faster casting speed than normal spell casters. Confused?....here's and example. I.E. A Witch character wishing to cast Shadow Arrow "a first level spell" rolls his/her initiative and scores a 5 on the roll. The fighter charging the Witch rolled a 7 for his initiative. The fighter would have normally won the initiative and begun hacking a normal spell caster to pieces, long before they could get the spell off. NOT this time, the Witch rolled a 5 this means he/she takes 5 seconds off the initial casting time of 1 segment "yeah you got it, 1 second", thus the spell is released in the blink of an eye and now the mighty warrior lay dead below the Witch's feet.

Special Disadvantages: OK, on to the bad part of being a Witch. They can never enter consecrated ground or places of great holiness (DM's option). They can never use silver or holy items/weapons. Salt causes damage to them as holy water does to certain undead. Salt water splashed upon them causes 2d8 points of damage/ pint in volume.

Holy water causes a Witch 1d8 damage per pint used against them. Any holy spells cast against them have 150% normal effect, excluding benificial ones. Rot iron weapons used against a Witch also takes a greater toll then normal. Successful attacks made with such weaponry cause and additional +2 damage per strike.

Experience Table

Level Hit Die Level Title
1. 0 - 2,500 d8 Divinate
2. 2,501 - 5,000 d8 A'mastrom
3. 5,001 - 10,000 d8 A'sendrom
4. 10,001 - 20,000 d8 Dis'chantre
5. 20,001 - 40,000 d8 A'malgamite
6. 40,001 - 80,000 d8 Jyhstromin
7. 80,001 - 160,000 d8 Jyhstromin Master
8. 160,001 - 220,000 d8 Jyhstromin Superior
9. 220,001 - 440,000 d8 Witch Master
*200,000 every level after +2 hp/level Witch Master

Spells Usable By Level and Class

------------------------Spell Level----------------------------

Level of Caster 1 2 3 4 5 6 7 8 9 10
1 1 - - - - - - - - -
2 2 - - - - - - - - -
3 2 1 - - - - - - - -
4 3 2 - - - - - - - -
5 3 3 1 - - - - - - -
6 3 3 2 - - - - - - -
7 3 3 2 1 - - - - - -
8 3 4 2 2 - - - - - -
9 4 4 3 2 1 - - - - -
10 4 4 3 3 2 - - - - -
11 4 4 4 3 2 1 - - - -
12 5 4 4 3 3 2 - - - -
13 5 5 4 4 3 2 1 - - -
14 5 5 5 4 3 3 2 - - -
15 6 5 5 4 4 3 2 1 - -
16 6 6 5 5 4 4 3 2 - -
17 6 6 6 5 4 4 3 2 1 -
18 7 6 6 6 5 5 4 2 1 -
19 8 7 7 6 6 5 5 3 2 1

 

 
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Cole E Austin