-. Eccrxm, THETHIRD: to experiment with their own spells early
on.They also flavor their magic with the
their people, typically after marrying a
non-Vistana. For reasons that remain trappings of their culture, making their
unclear to me at this time-for I have magic appear even more arcane than
yet to convince any of the sedentary that wielded by most spellcasters.
Vistani I am acquainted with to discuss Finally, even when they settle into
the matter with me-they seem to lose communities, they never quite fit in. The
the gift of second sight that all Vistani Vistani are simply too alien, and even
otherwise possess. those who are kind, good citizens and
able to adapt well to a more civilized
Compilers’ Note: This Guide to Witches way of life oftentimes find themselves
was written before the Guide to Vistani,
as should seem apparent to the careful plagued by the dark reputation of their
reader. We debated whether we should roaming brothers and sisters. Do not
strike this paragraph, as Dr. Van Richten
later learned the cause surrounding the mistake for a hag a sedentary Vistani
loss ofsecond sight among the woman who has taken up spellcraft!
sedentary Vistani. We let the passage
stand, as Dr. Van Richten’s research into If you do encounter a sedentary
the Vistani, and the circumstances Vistana, you might consider seeking
under which he made his peace with advice or asking for insights into the
that race, are described in his Guide to local community. Vistani have spent
the Vistani in the preoious section of this their early lives as thieves and
volume. Curiously, Dr. Van Richten did tricksters, and such individuals are very
not discuss recluses, witches, or aware of the comings and goings of
warlocks among the Vistani in his later strangers in their vicinity, a s well as
work, as he does later here. We cannot being excellent sources of gossip and
say why this is so. information. (True, this description also
applies to an immature sea hag, so
-LWF such a female may bear watching no
matter how helpful she seems.)
Many sedentary Vistani take up the
more formal arts of magic once they A sedentary Vistana is often very
settle, hoping to find a replacement for
the powers they have lost. They focus concerned with threats to the
their attention on the magical schools of community; it is as if the Vistana
Enchantment/Charm and Divination. considers the community as tight-knit
Though they usually receive some as the old tribe had been. This is an
training from skilled sorcerers, they tend admirable attitude, considering that
Vistani are rarely accepted by those
around them, no matter how worthy
they might be on an individual level.
Even the most righteous among them
can never be free of the reputation
created by their nomadic cousins.
Vistani recluse: Vistani have certain
inborn abilities that allow them to see
the future and perform other mystical
feats that are usually the province of
powerful mages or priests. A Vistani
recluse is a woman who was driven
mad by the dark secrets that were
revealed to her and now lives apart
from all humanity.
The Vistani recluse frequently makes
her home in a cave or other natural
shelter. Although they may roam across
several square miles, her Vistani blood
If heroes can convince a sedentary be nearby, and spouting off predictions
Vistana that they are not enemies,of the of a universally dire nature. Some of
Vistani and they truly are attempting to those forecasts were undoubtedly mad
help the community of which the ramblings, but one of them did predict
Vistana is now a part, the Vistana will the death of a stout dwarven companion
have Id6 clues or helpful bits of advice who had joined me for that expedition.
to give the party. The Vistana will never
actually join in the expedition, however. Vistani recluses are frequently well-
known to small communities nearby.
Fully 85%of sedentary Vistani are One of the recluses I dealt with was
zero-level characters. The rest are always consulted by young women
bards ( 10%) or wizards (5%)of level contemplating marriage. If she did not
ld6+1.. Their spell selections focus on declare doom for the relationship, the
the EnchantmentiCharm and wedding would happen. Their powers of
Divination schools. Half of the seden- foresight are not as impressive as those
tary Vistani are neutral in alignment, of other Vistani, but they are reputed to
while 30% are good. They will help the be accurate.
party , at no charge, or at the very
most ask for any spell components It should be clear to the reader why
expended to be replaced. The remain- Vistani recluses might be mistaken for
ing 20% are evil in alignment, and beings who are sinister rather than
these characters charge 2d10 gp for pathetic. It is, after all, easy to conceive
each consultation by the party. Further, of a hag who would disguise herself as
they may actually be in league with the a bizarre old woman who relates
very evil forces that the party hunts. prophecies of doom and destruction to
They will not reveal this to the party, of those who seek her out.
course, but will instead let the villains
know that the party is on their tail. Vistani warlocks and witches: Yes,
even among the Vistani bands are
makes her restless even in the throes of witches and warlocks. I feel they are
more properly listed here: according to
madness. The more isolated and desolate Marena, Vistani warlocks and witches
the region inhabited by the recluse, the do not feel any bond or obligation to
happier the recluse is. She spends her others who call on the Weave. Instead,
days cackling and wailing to the spirits their loyalties are with their Vistani clans
that travel with her everywhere she goes. first and foremost.
She cares little for her appearance,
wearing whatever rags the weather and a I have a far from ideal relationship
sense of modesty require. She eats with the Vistani, so I have not spoken
whatever small animals, plants or fungus personally with any of their number
is found in the vicinity of her dwelling. [Again, this was written before the Guide
Her barren life, the mental strain of to the Vistani was published.AWF], but
constantly being surrounded by spirits of Marena tells me that there exist three,
the dead, and the stress on her tortured, maybe four, bands of Vistani that are
isolated spirit leaves her looking haggard made up of wandering covens and
and far older than she actually is. solitary witches and warlocks. She would
not go into details about this matter,
In my time spent traveling the dark saying that she had no interest in
back roads of our land, I have met two violating their privacy even for the
recluses. Both were, in fact, very helpful purposes as noble as that represented by
in the penning of my Guide to Ghosts. this text. "I have decided that it is time to
Both were also hopelessly mad, draw back the curtain on our secrets, Dr.
alternating between speaking to me, Van Richten," she said, "but I will not
speaking to whatever spirits happened to reveal those of any others."
'3 Marena did state that Vistani warlocks
and witches are like those I had already
met, insofar as they carry spell foci with
-them and work maaic in a similar fashion and warlocks. I felt it best, however, to
~~~~ separate them out because there is so
much that is unknown about them.
to those operating the hospice. She also
revealed that there were other rituals Compilers’ Note: Shortly after we began
unique to Vistani warlocks and witches. editing this volume, Gennifer and I
They mark their caravans with symbols attended a most curious traveling
that identify their nature to other Vistani. carnival and sideshow when it visited
Marena explained that the different Mordent. It had two very surprising
Vistani tribes have varying outlooks on
the Weave: some view it just as another aspects: Its freaks were far more chilling
form of magic, while others consider it a
dangerous and corrupting influence. and prevalent than those ofany other
Vistani warlocks and witches mark their sideshow I had ever visited, and the
uardos to give others the opportunity to wandering clowns were all Vistani, with
give them a wide berth. She would not some of the most grotesque painted
tell me what were the distinguishing faces I had ever seen. 1 examined their
characteristicsof the Vistani witch and
warlock bands, repeating her statement wagons, which served as the carnival’s
that she did not want to intrude into the mode of transport, in an attempt to use
privacy of other people. If they wanted
me to be able to identify them, they the knowledge from the Guide to the
would tell me how, she said, adding that
she suspected a man of my insight and Vistani, which was still fresh in my
broad base of knowledge would probably
memory, but I found Vistani were
recognize them on sight. (Thiswas the absent /?om all of them. I approached
one of the clowns and attempted to
only time during our time together that speak with him, but he never made a
Marena spoke to me with sarcasm in her sound. Instead, he escorted me to a
voice. She made it clear to me at other vardo (as the Vistani call their wagons)
times that she felt I was unfairly bitter where I had a brief conversation with a
toward the Vistani in my books. Of Vtstani crone who said simply, “Mind
course, she had never had any child of your own business, child.”
hers kidnapped by them!) A trio of young Vistani women
The only Vistani warlocks and witches followed Gennifer and I everywhere we
went for the rest of that day. On more
that she would offer any details about than one occasion, they seemed to
were the Baromanoffs. Once, they had know where we were going to g o before
been among the most powerful of the w e got there, or what w e were going to
Vistani covens, but they angered Count do before w e did it, even to the point
Strahd, the vampire lord of Barovia. He where they waited for us at a food
butchered all of them except one male vendor, each holding sweet rolls that
and female, whom he let go so that they my sister and I had considered ordering,
might warn other tribes of the price that independently and without speaking.
all who cross Strahd must pay. Not even
the Vistani intimidate Strahd, it seems, It is a shame that we did not begin
and he did not appear to suffer from the our review of this manuscript until after
notorious Vistani ability to curse their
enemies. Marena said that it is unknown the carnival had departed from this area.
what happened to the surviving We would not have let ourselves be
brushed aside so easily, nor would those
members of the destroyed coven, but three women have been able to
she suspected they had joined up with intimidate us as they did. I hope that we
one of the other Vistani bands. cross paths with that carnival again
during our travels. I would like to speak
Perhaps these Vistani warlocks and with that crone, armed with the
witches do not deserve as much space as knowledge in this book. Gennifer and I
I have devoted to them here, or perhaps both believe that the carnival Was
they should have more properly been actually one of those wanden’ng groups
described above with the other witches of warlocks and witches, perhaps formed
from two or three immense covens! It
(;.
” . ,.,Y
WXTCIIES
might explain how the carniual came Contrary to Van Richten’s
assumptions, Vistani witches do not
a n d left with barely a trace-none of the have any abilities beyond those their
status a s witch or coven member
farmers around Mordentshire saw the grants them. Vistani warlocks likewise
carnival on the roads to or from the only have the abilities attributed to
town. On the other hand, Visfani are other warlocks.
capable of mist navigation, and this
would explain it, too. The Weathermay-Foxgrove twins
are also incorrect in assuming that
A curious final note: Is it possible that the carnival they visited was home to
the face paint these Vistani wore- one of the wandering bands of Vistani
which was vaguely clownlike but warlocks and witches. (Laurie was not
hardly humorous, despite the motions as well read in Vistani lore a s she
imagined herself.) The sisters might
they were all going through-is a pass along such confused information
to heroes who consult them a s a
symbol to other Vistani of their nature? campaign “red herring.”
It seems like a terribly obuious way of
However, there were nonetheless
going about it, but despite being a three witches among the ranks of
those mysterious carnival Vistani. They
secretive people, the Vistani do haue a are mostly unaware of their heritage,
rather obvious demonstrative side. having been drawn to each other due
Maybe that’s what Marena meant when to their link to the Weave. Although
she said Dr. Van Richten would they have yet to discover their
recognize them when he saw them. spellcasting abilities, they have almost
by accident become a three-member
-LWF coven and now gain the magical
benefits that affords. (See the next
An eremite is not a spellcaster, but chapter.) They were the women who
rather a particularly rustic and self- followed the sisters for the rest of their
taught alchemist who uses rare herbs visit. This small coven, the Vistani of
and types of dirt or clay found in the carnival, and all the freaks and
isolated regions to create potions and mysteries of the place are featured in
poultices. The eremite leads a lonely life the game accessory Carnival (TSR
far from civilization, emerging only #I 1382).However, the Vistani in that
when a rare potion component can be product are intentionally kept vague
found only in a town or city. An eremite and mysterious. If the Dungeon Master
is so focused on the creation of potions chooses, the Vistani can be recast a s a
that he or she often disregards physical collection of warlocks and witches with
health and proper appearance. relative ease.
On the face of it, educated men and poisoned wells and withered crops. A s
women might find the idea of an eremite the reader can see, there are a number
being mistaken for a hag a foolish one. of obvious similarities between the
Sadly, a s is often the case, the educated existence led by hags and that preferred
find it difficult to view the world through by eremites.
the eyes of the common and unedu-
cated citizens of our domains. While eremites are outsiders, they are
no more or less evil than are sorcerers or
To the common citizen, the eremite is priests. There are good eremites and evil
a figure of mystery who is conceived of eremites, but none are a s monstrously
a s a bent old crone who spends her wicked a s hags. Several eremites have
nights stirring a bubbling cauldron, or stood by my side in my battle against
perhaps a male hermit who lurks in a darkness, foremost among these being
hidden valley and brews foul-smelling
magical brews that can either cause or
cure the worst ailments. An eremite is
sought out only under the most dire
circumstances, for to waste an eremite’s
3 time (it is widely rumored) is to risk
r
of natural magical talent. Many mages
scoff at these beliefs, but there is at
least one group of red-haired men and
women who do indeed have significant
inborn magical abilities.
Although the domain of Forlorn is
now mostly overrun by violent tribes of
goblyns, for many centuries it was
home to a thriving druidic culture. The
most powerful among the druids were
the so-called redheads, individuals who
the human inhabitants of Forlorn
believed were granted powers by the
land itself. As the goblyns became more
plentiful, many of the druids found
themselves faced with a choice between
Dylahna of Kantora. A magical brew she Eremites
concocted bought myself and a Eremites are a cross between
companion just enough time to slay the specialist wizards and druids. They
lord of Castle Bloodmere, a most foul shun civilization and all unnatural and
beast who had been preying on the blood elaborate clothing and objects. They
and lifeforce of peasants in his land for garb themselves in crudely made
decades. Dylahna created a tonic that leather, cotton, wool, and other natural
granted us resistance to his life-draining fabrics, and they use no forged-metal
touch, though it made us violently ill, too. objects or weapons. They spend their
lives in almost complete isolation,
Observant hunters who follow my
urging to be cautious will be able to tell finding companionship among a tiny
eremites from hags with relative ease. circle of strange friends and the
Eremites do not wield any form of magic animals of the forest.
aside from the potions that they brew,
while hags perform rituals that create a Eremites are classed as wizards, but
wide number of magical effects.Further, they do not actually cast spells.
hags might employ minions, something Instead, they brew potions that mimic
that solitude-lovingeremites will never do. spell effects. These potions create any
Attacking an eremite by mistake can spell that has a range of “touch or
stain a hero’s hands with innocent blood. “0.” The “casting time” for each spell
Eremites are potentially valuable sources effect is ld4+2 rounds, regardless of
of information a s well a s peculiar
potions. Since they might share habitats the spell duplicated. This encompasses
with hags, they might be able to provide opening the potion bottle, imbibing it
solid and relevant leads to the hunters‘ swiftly, and waiting for the potion to
true prey. Eremites might even choose to
assist a hunter who seems capable and take effect.
helpful, or at least polite. On the other An eremite can prepare a number
hand, an evil eremite may well share a
hag’s destructive goals, something that of potions per day equal to the number
may also become evident if the hunter of spells that a wizard of equal level is
takes time to observe the situation. able to cast every day. The
effectiveness of a potion is equal to the
Redheads eremite’s level. A Dungeon Master can
randomly determine the number of
There is a common folk belief in some potions an eremite possesses by using
parts of our world that red hair is a sign Table 90 (meant for use with spell
scrolls) in the DUNGEOMNASTERGuide.
fi
Rules for hero eremites are
presented in the RAVENLOFTaccessory
Champions ofthe Mists (TSR #9559).
flight or death. Thus, the magically other aspects of druidic culture, they
gifted redheads of Forlorn spread to retained'their magical talents, as have
other domains. their direct descendants today. True to
the folklore, the brighter red the hair,
Although most redheads long ago
abandoned the worship of nature and -the greater the redhead's magical talent.
Redhe,ad Spellcasting Ab ir, three
Redheads are humans whc tly red
natural talent for creating e ne 2nd-
mimic priest spells from th orange
spheres: All, Animal, Heali wo 2nd-
Weather. Their talents man ster
themselves in childhood ai heroes,
with them throughout their 3racter's
regardless what class they
Van Ri,chten'sopinion aside, me magical 1 he spells of remeads are selected
powers of redheads are indeed granted from the following lists. The Dungeon
from the land of his world, and redhead Master can pick specific ones or roll
magic works only if the redhead casting randomly.
it is in the domain of his or her birth.
Subtle differences exist between the
Redheads are always true neutral in redheads described in this section and
alignment. Should their alignment be those described in the Castles Forlorn
changed through a curse or other boxed set (TSR #1088). The redheads
means, they lose their magical abilities of Forlorn have stronger ties to their
until their alignment is restored. land than
Redheads can cast their spell:; twice 1st-level
in a 24-hour period-once during the
daylight hours and once at night,,They ldlO Rt
do not need to pray for these spells, and 1
they need neither spell components nor A
holy s,ymbols. The only reqr:*---.--+ Fr.r
casting redhead spells is tha B,
be within the realm ofthat ri
birth, and capable of conscil Cure ugru wvuiicu
the spell to occur (which ha
secon.ds later). All spell e f k Detect poison
a s if they had been cast by i Detect snares and pits
the same level a s the redhei
regardless of the character's Entangle
class. (Zero-level redheads i Faerie tire
considered 1st-level druids f Locate animals and plants
purposes of their spells.) ThCLcr l l r Pass without trace
class restrictions on redheac Purify food and drink/putrefy
many of them tend to gravit
food and drink
activities that keep them in '
2nd-level Redhead Spells
wilderness. Redheads cannc
or warlocks, although they c esult
to other spellcasting classes
wury
The shade of a redhead':
that person's degree of pow harm person or mammal
character with dark auburn
only employ one 1st-level s oodberry/badberry
with a lighter shade of reddi eat metal/chtll metal
two 1st-level spells; one wit
fessenger
bscurement
low poison
nake charm
Deak with animals
/arp wood/straighten wood
Redheads now usually dwell in small magic, so maybe it comes from another
villages or on isolated farms. Invariably, source. Further, no redhead has ever
they are revered by their neighbors a s been detected by a witch or warlock as
healers and seers, and they possess
minor magical abilities akin to the spells a witch or warlock.
priests cast when calling on the powers
The redheads themselves still believe
of their gods. their magical powers are gifts from the
land itself, a reward for their history of
In my years of struggling against service to it. There are those who claim
creatures of darkness, I have had the that the land of our world is alive, and
honor and privilege of knowing several that the land reacts to deeds both cruel
redheads. In Nova Vaasa, for example, and kind. I myself have witnessed things
two redheads-husband and wife-joined that might support such beliefs, although
me in battle against an ancient spirit that I am quite hesitant to accept or espouse
was causing horses to turn on humanity. them. 1have invariably found that
Sadly, the wife died at the hands of the whenever an inanimate object-such as
ghastly creature, but the husband was the earth beneath our feet-is shown to
certain their carrot-topped infant have consciousness, it is usually a fraud
daughter would carry on her mother's or the work of an evil spirit.
legacy of kindness and community spirit.
Since I cannot believe an evil entity
Now, folk tales do exaggerate the would reward good folk like the
magical prowess of those with red hair. I redheads with magical powers, and
have yet to see evidence that any except since I cannot bring myself to believe
those with red hair who can also trace that our world is one so saturated with
their lineage back to Forlorn have innate evil that it breathes in the very earth, I
magical abilities. If a person is indeed a cannot believe that the land is alive.
redhead, he or she will display a strong In summary, I hope this look into
liking for nature at an early age, and obscure practitioners of magic will be a
magical abilities will manifest themselves useful guide to hunters in avoiding
before the person enters teenage years. complications arising from mistaking
potential allies for enemies. If hunters
Unlike witches, warlocks, and keep their wits about them and remain
eremites, redheads outside Forlorn wary of potential treachery-for one can
hardly ever receive special magical never be certain when evil intentions
training-with the exception of those who might be lurking behind a smiling
happen to have been called to the face-they will draw invaluable support
service of a god. Nor do most of them and information from the sources
desire training. They prefer to lead presented here.
simple lives, tilling the soil or serving as
woodsmen. They do, however, share the
sense of community that one finds in
witches and warlocks. Redheads,
however, tend to view themselves
entirely as part of the community around
them rather than sharing a special status
apart from it. Also, and this is very
important to note, I have never met an
evil redhead. They are, without fail,
kindhearted and gentle souls.
When I mentioned redheads to
Marena, she told me that there are
witches and warlocks who believe the
redheads draw their powers from the
Weave. However, she acknowledged
that redheads, males and females both,
cast what the covens recognize as witch
nputed ones) in fhese west-country d acq e ~today.
-R.H. Malden
“The Thirteenth Tree”
n the previous chapter, I covens may work together in harmony
described witches and and even be united in a fashion through
warlocks as secretive and intermarriage, witches can never belong
to warlock covens, and warlocks can
private people, individuals never belong to witch covens.
who conceal their true When witches and warlocks join
virtually everyone. While I covens, they gain access to a wider
range of spells, including the ability to
mentioned that they have the ability to cast magic that resembles priest
recognize other witches and warlocks magic (for warlocks) or wizard magic
on sight, I also said that there is no (for witches).
particular shared culture among
witches and warlocks. For example, I-listorg EITlcl Legads
Vistani witches and warlocks
According to Tales of Ages, covens
purposefully segregate themselves from were an afterthought on the part of
others of their kind, both Vistani and Hala. After she showed her thirteen
witches and warlocks. chosen ones how to access the Weave,
the men and women became envious
However, under one condition will of one another, each feeling the other
witches and warlocks give up their sex had been granted a greater boon
by Hala. This envy led to strife, and the
valued privacy and lay bare every Thirteen almost killed each other.
secret, hope, and dark desire they Before the first witches and warlocks
could establish which sex was the
possess. According to their beliefs, Hala stronger, however, Hala stepped in,
gave them the ability to tap the Weave again violating the agreement between
individually, but she also gave them an the gods and interfering directly in the
incentive to band together by teaching affairs of mortals.
the first thirteen witches and warlocks Tales of Ages says that Hala showed
about covens. Covens are worth the Thirteen more of the Weave, and
examining because their members can the Thirteen saw that within every man
was some of woman and within every
be extremely useful allies in the fight woman was some of man. “We have
against darkness. They can be powerful been fools,” they told the Caregiver.
“We will teach our children that despite
opponents if wronged. Further, the our differences, men and women are
smallest and most common coven type also the same. But how can we be sure
in existence consists of three members, they will believe us and heed our
and it is possible to mistake such a teachings?”
group for a hag covey.
Hala heard their words and knew that
Covens are unions of witches or those born of flesh are frail and prideful.
warlocks created for the purposes of She had to do more to ensure that they
teaching spellcraft, defending each could overcome their limitations. So she
gave the Thirteen more secrets of the
other and their families, and gathering Weave, and through those they gained a
magical power. Covens are always
made up entirely of either witches or
warlocks. While witch and warlock
‘3
r - &cTIO?.i, TILE TI1IRD:
-areater understandina of each other: the At a coven’s core is usually a witch or
I warlock of at least medium power,
although according to the witches and
women gained a greater understanding warlocks I spoke with, there is no
of the male side within them, and the specific time at which a coven can or
males gained a greater understanding of cannot be formed. Immature witches
the female side within them. and warlocks are discouraged by their
elders from forming or joining covens,
Hala chose to show them parts of the a s the experience of joining one is
Weave that were crafted in such a way usually more emotionally challenging
that the more witches or warlocks who than many youngsters can handle.
banded together to draw on the Weave, Also, there is an opinion among
the stronger their powers became and experienced coven members that it is
the more able they were to enact the important that a person know himself
will of Hala. or herself as an individual before
becoming part of a whole.
This section deals with the creation
of the first covens. If it reflects actual Regardless, a coven always starts
historical events-in which the warlocks with a single individual, no matter that
and witches warred on each other-then person’s age or skill with magic. This
one has to wonder why the covens are is usually a person of strong
organized strictly along sexes. I asked convictions or who has a particular
Marena why this was. She said that this set of goals. The person then
is the way it has always been, and that searches for individuals who share the
all attempts to make mixed covens had same beliefs and goals, inviting them
failed. It was not impossible-there were into the coven. The person who
records in the archives about witch and started the coven usually remains its
warlock covens, the members of which leader until death, at which point the
seemed to gain access to the same coven either dissolves or another of
magical abilities they would draw on if its members steps forward and
they had been part of traditional assumes leadership. According to
covens-but in all cases, those mixed- Marena, the latter result is more
sex covens were eventually torn apart common than the former; usually, the
other members are devoted to the
by jealousy and resentment. goals of the coven and wish them to
be carried forward. They share a wish
to see the coven continue to grow in
experience and ability.
The core of a coven is three witches
or warlocks. This is the smallest
membership a coven can have and
still be a functioning coven. As soon
as a third member is added to the
coven, all three of its members gain
the extra powers that come with coven
membership. The coven then grows
from that point, and as the coven
increases in numbers so do the
magical powers that can be tapped by
its members. The largest and most
powerful covens have a maximum of
thirteen members.
When a witch or warlock is inducted into ---I_;: ,A
a coven, the inductee becomes familiar
with the deepest and darkest secrets of their magical abilities. As a direct result
tLhlleC o"LtllhCel r cC oU vV Cenl l mI I IeC ImI I bY CeI Jr-sU IaI n" d v"liasce of being inducted into a coven, witches
versa. This explains the necessity for and warlocks find themselves more
every member to share certain attitudes easily able to draw on magic.
and beliefs with all others. The initiate
and all the other coven members I wish I could provide more
literally bare their souls to each other. information on the rituals involved, but I
was stymied at every turn when I
The ritual to initiate a new coven attempted to gain more information;the
member takes seven hours and, at leasit witches and warlocks would only trust
for witches, involves the burning of me so far. I must leave this part of my
incense and melodious chants. I was research blank, therefore, until later.
permitted to observe from a distance
the initiation of a young woman named Compilers' Hote: Our experience was
Karolyne into the Healing Hands coven. similar to that ofDr. Van Richten's when
It began at sunset and concluded a s the we attempfed to gain information to
sun rose the next morning. None of the expand this section of the text. Since he
witches or warlocks Idealt with were dealt with the Hospice of the Healing
willing to go into any details beyond Hands, Marena and twelve other
what I was allowed to observe from afari, witches there have lefl to deal with a
but they all agreed that the mingling of dark evil in a faraway land known as
souls that they experienced while being Cauitius; supposedly, visions from Hala
inducted into their covens was a told Marena that this evil was about to
singularly moving experience. spread its influences beyond the cage in
which it is presently being contained,
Being inducted into a coven does a n d Marena felt obligated to attempt to
more for witches and warlocks than dravw stop it. Other witches there have since
them closer together. It also expands started a new couen that numbers only
four at present, but they would not tell
Coven Spell Selection us any information that had not already
Upon initiation into a coven, been shared with Van Richten. We haue
individual witches or warlocks find not seen Marena since.
that the selection of spells from which
they can choose is greatly expanded. -GWF
The number of spells they can 'cast
per day remains the same.
Witches who are coven members
can now choose to memorize spells
from the following wizard schools. in
addition to the priest spheres to which
they already had access: Alteration,
Enchantmenticharm, Elemental (Fire
and Air), Lesser and Greater
Divination, Illusion, and Necromancy.
W,arlocks who join a coven can
choose to memorize spells from the
following priest spheres, in addition to
the wizard schools to which they
already had access: All, Chaos,
Combat, Divination, Elemental (Water
and Earth), Necromantic, Thought,
f2 Time, and Wards.
I&
referred to by wizards as “cooperative
magic.” Witch and warlock covens are
able to create similar effects. Their
members join together to draw on the
Weave to create spells that are more
powerful than anything they could create
alone. These magical effects are not
drawn from spellbooks and do not require
any components other than the collective
will of the coven members. According to
the warlocks and witches I interviewed,
the effects present themselves to the
leader of the coven in visions, and the
leader then confers this knowledge to the
other members of the coven.
The nature of the magic wielded by a
coven is determined by its size. The
number of coven members has mystical
significance, and when membership
reaches a certain number, the coven
can draw on the Weave for additional
powers. Here are the powers of covens
that I observed while researching this
text. The abilities of lesser covens
remain available to the members of
larger covens; these powers are
additive, not exclusive.
Three-member covens gain the
ability to gaze into the hearts of men
and women and determine what dark
secrets they might be hiding. This
ability can be very handy for hunters
who successfully befriend a coven, and
it is one of the reasons hags hate
witches and warlocks so much: Hags
might be able to hide behind illusory,
beatific faces, but they cannot hide their
dark hearts from the penetrating gaze of
a coven. (Of course, covens can also
use this ability to harm their enemies,
since there is not a person in existence
who does not have some secret he
would rather remain hidden. An evil
coven might well abuse this ability.)
Seven-member covens can strike
terror in the hearts of enemies with an
act of will. The intensity of the terror
and the number of enemies that can be
affected depends on the number of
coven members who are willing the
effect into existence. Further, coven
members can cause themselves and
their allies to become invisible, and
Geven cause the entire coven to instantly
- .?
vanish from one location and reappear easier shrug off the beguiling effects of
in another. (This last ability is reserved a wizards charm person spell or a
only for coven members and does not vampire’s mind-addling gaze. Further, if
apply to its allies.) a witch or warlock should lose a spell
focus-without which the witch or
Thirteen-member covens can create a warlock cannot cast any personal
spells-the person is nonetheless still
wide range of destructive effects rivaled able to join with the rest of the coven in
only by the most powerful wizards and the casting of cooperative magic.
priests. They can cause objects to
Covens can grow over time. A “three-
instantly change form, fiery death to rain member coven,” for example, can have
from the heavens, the sky to darken with as many as six members, yet the coven
clouds, and the dead to be restored to cannot perform magical rituals any
more powerful than if it had only three
life. The degree of power wielded by members. Similarly, if a coven with
such a large coven is fearsome, and it seven members loses one member, the
remaining witches or warlocks imrnedi-
makes me wonder what might happen ately lose the benefits that come from
should witches and warlocks decide to being a seven-member coven until a
turn their powers to conquest. However, replacement is found.
based on the attitudes of the friends 1
have made among their ranks, I do not Adding members to a coven is not
believe that covens will ever attempt to something undertaken lightly. Typically,
force their will on others, as it goes the potential new member must be a
practicing witch or warlock-bringing in
against their basic personalities-which someone who has just recently been
are of a strongly individualistic bent-and made aware of his or her heritage
against the teachings of Hala, the hardly ever leads to constructive results,
goddess they believe in. Marena claimed-and the existing
members of the coven must be certain
It is possible that covens can create a the individual is a suitable candidate.
range of other magical effects that I
have not yet observed. The witches and Suitability is determined when the
warlocks I interviewed were somewhat coven leader, or at least two other
tight-lipped about the exact abilities of members of the coven, befriend the
covens. Marena wanted word of their
existence to be propagated, but she did
not want those who might wish to
threaten them to be completely aware
of their abilities, so they did not grant
me complete knowledge.
All coven magic is ritualistic. The
witches and warlocks engaged in its
casting must first clear their minds, then
focus their will on the effect they wish to
create. If the entire coven is casting the
spell, its leader must spearhead the
effort. If only part of the coven is
creating a certain spell effect, the most
senior member present leads the effort.
“Leading” means choosing the target of
the spell, as the effect is created
through the consensus of the coven.
The mystic union created by coven
membership also has benefits not
related to spellcasting. Marena told me
that as a coven grows in size, its
members gain increased resistance to
magic cast by others. For example, the
members of a three-person coven can
candidate and spend time together. The judgment. Once a person has been
witches or warlocks engage the inducted into the coven, she or he is
candidate in conversation on a range of bonded to the other coven members.
topics: politics and cultural beliefs, Marena told me that while it is possible
esoteric philosophy, magic, and religion. for witches and warlocks to leave covens
Their goal is to get to know something through the performing of a certain
about the candidate to ensure the person ritual, there is no way to undo the fact
is suitable to join the coven. Although that the member has seen the deepest
the candidate must be a witch or and innermost secrets of all fellows.
warlock, the candidate must also be of a Sometimes, covens have more
mindset and outlook that closelv members than are reauired to reach
matches that of the coven members. A their power level. In such cases, should
coven is a joining of like spirits through a member die or choose to leave the
the Weave. It is not something that coven, one of these “extra members”
anyone wants to enter into lightly, and will take the empty place, thus keeping
! the coven members take steps to ensure the coven at the level of power
appropriate to its membership.
they are not making an error in
[ Coven masical Powers make a savin4 throw vs. spell to avoid
the effect. The effect is treated a s if
The following section describes the cast by a wizard of the same level a s
powers of witch and warlock covens.
The membership numbers listed are the witch or warlock. (If used against
benchmarks. It is possible for a coven undead in a RAVENLOFcTampaign, this
to have eight members, for example.
All eight members gain all “single- ability merely gives the user a false
member” benefits, but only those up reading of harmless thoughts.)
to and ihcluding the seventh member
are able to draw on the powers that Three members: If at least two of
require more than a single coven the three members focus on the same
member to use. The eighth member is target, they hear thoughts that the
also unsuitable for use in casting target actively wishes to conceal rather
cooperative magic. This changes a s than surface thoughts. This effect lasts
soon a s one of the first seven for a s long the target is being
members leaves the coven or is killed. concentrated on, but it has a range of!
(It is not unheard of in evil covens for yards. (If used against undead in a
members to kill each other to gain RAVENLOFc~ampaign, this ability
access to the coven’s powers.) merely gives the users a false reading
of fairly dull secrets.)
Three-member Coven
Single member: The member Seven-member Coven
Single member: The benefits are the
receives a +1 bonus to all saving
throws against Enchantrnent/Charm same a s for a three-member coven, a s
spells and spell-like effects that mimic well a s gaining a + l bonus to all savin(
Enchantment/Charm spells. (In cases throws against Abjuration spells and a1
spell-like effects or abilities that mimic
,wilere _nu s..a. ~v.in: _g_ IuLi i u w IL ?_ allowed, the Abjuration spells. (In cases where no
saving throw is allowed, the witch or
witch or warlock gains a saving throw warlock may make a saving throw vs.
vs. spell with a -4 modifier.) Further, spell with a -3 modifier.)
individual coven membe‘rscan focus
their will to create an effect similar to a Three members: The benefits are
limited form of ESP, in urhich each the same as for a three-member coven
member can hear the th’oughts of a plus the ability to create an effect
single sentient being (within a range of identical with the 2nd-level wizard spel’
5 yards) for a s long as a,IImembers scare, with the ability to affect a
concentrate on it. The taIrget must number of targets equal to the total
levels of the three coven members
--
. . ..-
.,erforming the ritual. The casting time the casting time is twice the length
given in the spell description. The
:auals that in the descriDtion of scare. spells are treated as if cast by a 15th-
Five members: The coven members level caster. Only one spell can be
mimicked per ritual.
:an perform rituals that create the
2ffects of the 7th-level wizard spells Seven members: The benefits are
rharm undead and m a s invisibility. the same as for a seven-member
The spells are treated as if cast by a coven, plus the ability to perform
14th-level caster, but take twice as rituals that create the effects of the
ong to cast as stated in the spell 8th-level wizard spells clone, sink, and
descriptions. Only one spell can be polymorph any object The spells are
nimicked per ritual. treated as if cast by a 15th-level
caster, and take twice as long to cast
Seven members: The coven as stated in the spell description. Only
nembers can perform rituals that one spell can be mimicked per ritual.
xeate the effects of the 7th-level
wizard spells forcecage, limited wish, Nine members: The coven members
teleport without error, and vanish. No
components other than the coven can perform rituals that permit the
members' spell foci are needed, The casting of any spell of levels 1-6 from
spells function as if cast by a 15th- the priest sphere of Time (from the
level mage. Only one spell can be cast
per ritual, and the casting times are Tome ofMagic). Only one spell can be
twice the length given in the spell cast per ritual, and the casting time is
descriptions. twice the length given in the spell
description. The spells are treated as if
Thirteen-member Coven cast by a 16th-level caster. Only one
Single member: The benefits are the spell can be mimicked per ritual.
same as for a seven-member coven, as Eleven members: The coven
members have the ability to perform
well as + I to all saving throws against rituals that permit the casting of any
Necromancy spells and all spell-like spell of levels 2-7 from the priest
effects or abilities that mimic
Necromancy spells. This includtes sphere of Numbers (from the Tome of
energy drain attacks. (In cases where
no saving throw is allowed, the witch Magic). The spells are treated as if cas
or warlock may make a saving throw by a 17th-level caster, and take twice
vs. spell with a -3 modifier.) as long to cast as stated in the spell
Three members: The benefits are descriptions. Only one spell can be
the same as for a seven-member mimicked per ritual.
coven, plus the ability to summon and
control birds, bats, wild dogs, or Thirteen members: The coven
wolves. In full, 3d6+6 animals ,arriveto
attack targets that are considered members have the ability to perform
threatening by the coven members. rituals that permit the casting of the
The animals arrive l d 6 rounds after following 9th-level wizard spells: gate,
being called. The Dungeon Master meteor swarm, time stop, and wish;
must decide what kind of anirnals are and the following 7th-level cleric
called based on the circumstances of spells: animate rock, control weather,
the encounter.
creeping doom, exaction, restoration,
Five members: The benefits are the and resurrection. The spells are
same as for a seven-member coven, treated as if cast by an 18th-level
plus the ability to perform rituals that
permits the casting of any spell of caster, and take four times as long to
levels 1 4 from the priest sphere of cast as stated in the spell descriptions.
Time (from the Tome ofMagic). Only
one spell can be cast per ritual, and Only one spell can be mimicked per
ritual. If casting wish, each member 01
the coven (including those not present
a t the casting) must make a success-
ful saving vs. death magic or else age
one year.
C h e sword of justice has no scabbard. -Virail
The Aene?d
-Joseph de Maistre
Les Soirdes de Saint-Petersbourg
s the years have passed, I twisted and extreme nature that reflects
have found that those who their dark souls.
purchase my works can be
divided into three A further caution (which I cannot
.J categories: scholars, repeat enough) is that hags are so
clever that it is sometimes difficult to
rJt-:e:s, ,:-d would-be hunters. tell them from innocent women who
To the scholars, I must say that there may just be eccentric recluses or actual
witches. Hunters need to be more
is little in this chapter that will be of careful than ever when undertaking hag
interest to you. This chapter is about hunts, because they may find
destruction, so you will find little here themselves targeting innocents or
that is edifying, unless your area of potential allies. When hunting hags, you
study is the process of monster hunting must be even more prepared than when
itself. Even so, if that is the topic you undertaking quests against ghosts and
are interested in, I must refer to some of vampires, because a lack of preparation
my other works, such as the Guide to may well cause the hunter to
Ghosts or Guide to the Ancient Dead. inadvertently commit deeds that rival
Those texts include more extensive those of his prey.
commentary on how one might
undertake a hunt of supernatural Of would-be hunters, I ask that you
menaces, and the preparations
suggested there are more typical than reflect long and hard on your desire to
those I touch on in this chapter. Alhough take up arms against the servants of
there is no such a thing as a routine darkness. The path that I have walked
monster hunt. Those hunters who fall has been long and painful. Friends and
into such a mindset swiftly fall victim to loved ones have paid a steep price for
the beings they wish to combat. I do not my efforts. Even if you are successful in
repeat what I consider basic precautions your endeavors, as I largely have been,
for any skilled hunter in these pages, you will find that despite being
because I believe hags are foes that only victorious, you gain no sense of
the most experienced of our numbers accomplishment. Indeed, more often
should dare to challenge. than not, your reward will be nothing
but more misery and hardship. Further,
To the hunters, I will repeat a caution once you start down the path that I
that may be familiar to you by now. have walked, it is likely that will find
You must think long and hard if hags yourself unable to ever leave it. The
are truly creatures you want to engage desire for more knowledge will be too
in battle. They are exceedingly clever great, and the call of vengeance beyond
and should you fail to defeat them, you your resistance. Before picking up this
or your loved ones will be at grave risk. burden, be aware that you will probably
Hags have long memories and long never be able to return to the life you
lives, and their vengeance against presently know.
those who challenge them is of a
Finding th.SW 0
The first step in any hunt is to
determine the nature of the threat that
plagues an area. Several signs indicate as manv vamDires are attracted to
that a hag or a hag covey has become beauty from a desire to pervert it rather
active in an area. These include: than to destroy it. Hunters must make
unexplained disappearances, sudden
changes in the habits of humanoid an effort to investigate rumors and
savages in a region, and the sudden gossip in an area in order to identify the
appearance of new tales (or the
confirmation of old ones) about dryads, possibility of a woman who has recently
gone through the Change. If the
nymphs, wise women, or other unusual personality of a woman who was among
females with magical powers that are the first to vanish happens to match one
reputed to be agents of good. of the personality profiles I outlined in
Chapter One, then she may actually
If only one of these signs is present,
it is unlikely that the foe you are have been a hag. Of course, while
attempting to find is a hag. In all conducting such an investigation, the
likelihood, it is some other creature or hunter must be open to all eventualities.
person. If all these elements can be
uncovered in the course of an Years ago, several stalwart
investigation, then you may have found companions and I stalked a vicious
part of a hag’s web of evil. werewolf who went by the name of
Natalia Vhorishkova. A long-standing
This is perhaps the most common sign
of hag activity in an area, but it is also enemy of mine, despite her relative
the hardest to read. Townsfolk and
travelers who vanish without trace in youth, she was monstrous even by
isolated areas could be the victims of a
great many menaces, including wild werebeast standards. She delighted in
beasts, mad wizards, doctors bloodshed and violence to such a
performing loathsome experiments, degree that I have encountered others
vampires, or werebeasts on the prowl. of her kind who actually wanted me to
It is also not unknown for the travelers slay her, so much did she repulse them.
themselves to be at fault, having
unwisely taken wilderness paths and Natalia had led us on a merry
become lost, to starve and die. They chase through lnvidia and southern
may deliberately pretend to have Richemulot. After many weeks of
perished in the wilderness to start new preparation, my companions and I were
lives elsewhere for dishonorable certain we had convinced her that we
purposes, escaping debts and
obligations. Illness, accidents, and were no longer on her trail. She once
natural disasters always must be
considered as factors, as these are again became careless with her kills-
very common in our world. murdering young lovers by rending them
into dozens of pieces and consuming
When attempting to determine parts of their bodies. We followed the
whether the disappearances are the fault bloody trail, and that led us to what we
of a hag, the hunter should attempt to believed was her hiding place. It was an
determine the nature and pattern of the isolated spot, deep within a tangled
disappearances and any unexplained
violent deaths. If the majority of victims forest, yet a location near the center of
have been attractive young males and all recent murder scenes on a map. A
females, it is very possible that hags small lean-to stood in the center of a
have become active in the area. clearing strewn with the rib cages and
skulls of human beings. If I had known
There is an eaual chance that a then what I know now, I would have
vampire has become active in the area, recognized that we had not found a
werewolf lair at all, but had instead
If3 come on the dwelling of a hag.
At that point, however, the mistake
was not apparent until my companions
and I were battling the unbridled fury of
the annis who I later learned was named
Balihnda. Several good men perished
on that day, and I almost lost my own
life. It was.an object lesson in why one
-’ EIEC~CINT, ftE PIIIRD: against her and managed to break her
hold over them.
should never assume that a monster
has been defeated until one is standing Of course, there may be another
over its dead body. Natalia played us for reasons for changes in humanoid
fools, and we almost died as a result. behaviors, and hunters should make
Hags are, as a rule, far more clever than sure to eliminate these causes before
even the brightest of werewolves, so if assuming that they have located a hag.
Natalia could lead myself and my band For example, Nova Vaasa has seen an
of experienced hunters into the clutches influx of goblyn raiding bands into its
of a hag-a battle for which we were northern territories where in the past the
unprepared-so a hag will undoubtedly goblyns kept to the forests of Tepest.
try the same should she discover that This is not, despite the verified
you are on her trail. Conduct your existence of at least one greenhag in
inquiries and scouting missions with the those woods, a result of hag influences
greatest of stealth and care. but rather a side effect of a misguided
crusade against “fey” and “fairy folk” by
As mentioned previously, many hags the priests and citizens of Tepest. As the
recruit minions from the humanoid priests of Tepest consider everyone and
population in the region where they everything that is not human (including
make their homes. A single hag may elves, dwarves, and halflings) as
cause a number of changes in “agents of the fey,” that land is quickly
humanoid behavioral patterns that becoming extremely hostile to all.
have been recognized by locals for Needless to say, the goblyns have
many years. If humanoids suddenly started to flee the forests of Tepest for
alter their migration patterns, become safer regions, preferring to take their
more aggressive and organized in their chances with the lances of Nova Vaasan
raids, or seem to g o out of their way horsemen rather than face the torches
to be destructive to surrounding and tortures of the Tepest’s priests.
settlements and the environment,
there is a good chance that they are It is thus important to familiarize
now under the leadership of a superior oneself with the political and cultural
force, possibly a hag. situation in an area when tracking hags.
It helps establish other possible causes
An example of this would be the for humanoid behavior. (Also, one
bakhna rakhna tribe that once plagued might uncover an active hag covey.
western Kartakass and eastern Sithicus. More on this later.)
Bakhna rakhna are a race of nomadic,
albino goblyns that wander certain This is the trickiest of signs to deal with.
regions in a fairly specific pattern: some In most cases, tales of encounters with
say they are more accurate than the dryads in the forests are just tales, and
seasons. One year, about a decade ago, tales of fortune-tellers dwelling in
these creatures deviated from their isolated caves typically mean that a
regular pattern. Rather than merely Vistani outcast has settled in the region,
plaguing the small village of Sangfugl beginning her slow and inevitable
for a few weeks before moving on, they descent into madness as spirits haunt
lingered in the area for months. I had her. In rare circumstances, these tales
just completed an investigation in actually originate with a hag or hag
Sithicus, and when my companions and covey that has recently become active
I looked into the bakhna rakhna in the area.
situation, we found that they had been
enslaved by an annis. We did not In order to lure victims into their
actually come into direct conflict with clutches, or to determine how to most
the annis at that time. as the bakhna effectively visit chaos and suffering on a
community, individual hags and hag
i f 3 rakhna ended up joining our fight
coveys will often spend a period of time tribe of hobgoblins, and in such a case, (
ranging from weeks to months posing
as harmless sellers of herbal cures, or the hunters will probably have to hire
they may take advantage of local some men-at-arms to assist in dealing
legends about spirits living in lakes and with these lesser threats, if they cannot
rivers, or about magical, kindhearted safely be bribed.
beings in nearby forests. Hags do this to
avoid the attention of potential Through personal experience,
hunters-for hags have many conversations with Semine, and
enemies-and because they hope that if reviewing the records of the Hospice of
they are revealed to be the monsters Healing Hands, I have formulated the
they are, it will destroy the belief in the following advice about battling hags.
pleasant legend they imitated, and Note that when dealing with creatures
undermine faith in the power of good
everywhere. Semine commented, as intelligent as hags, it is possible that
“Destroying hope is as fun for many some will have invented
hags as marring a beautiful girl’s face countermeasures to circumvent their
before consuming her.” weaknesses. Wise hunters will be
prepared to exploit a hag’s weaknesses,
When pursuing these tales in order to
see whether a hag is hiding behind but will also be capable of fighting
them, hunters must take great care to battles at a disadvantage if the
not mistakenly attack an eremite, weakness appears to be nonexistent.
redhead, witch, or warlock. To do so
would not only strike a blow for evil but Hags in general: Make sure you have
will cost you allies. It is likely that a located the hag’s true lair. Many hunters
clever hag who realizes that hunters are believe that a bone-scattered glen is
tracking her will attempt to misdirect always the place where the hag’s
them into attacking some of the
goodhearted magic-users who also primary dwelling place can be found.
dwell in the wilderness areas of the This is sometimes not the case.
domains. Attacking a hag that dwells in such a
glen might cause the hunt to ultimately
Before confronting a solitary hag, be a failure if the hag is very clever. It is
hunters should make an effort to possible the hunter has slain either a
determine what type of minions she
may have at her disposal and how woman who has been transformed by a
many of them are present. Hags may spawning ritual, or one of the hag’s
be arrogant, but they are not fools. At minions that was polymorphed into the
the first sign of danger, a hag will semblance of a hag and used as a
summon her minions. The reason for
identifying the minions is threefold. decoy.
First, it helps in determining the type of Annis: Rely on damage-inflicting
hag that the hunter will be facing, as
different types of hags prefer different spells that can be cast from a distance,
minions. Second, if approached for while the annis has a degree of
properly, the hag’s minions might be magic resistance, spells will more
encouraged to support the hunters frequently affect the annis than not.
rather than the hag. Third, knowing the Long-range spellcasting also keeps the
kind of minions the hag has at her hunters out of reach of the annis’s battle
disposal helps the hunter more properly prowess. If the hunters find themselves
prepare for the battle. A powerful annis, forced to engage an annis in melee,
for example, may have cowed an entire
blunt weapons should be employed.
During my own battles against annis,
my companions and I noticed that blunt
weapons seemed to injure the creatures
more severely than swords and arrows.
(Nonetheless, peppering an annis with
arrows from a distance is highly
advisable, as it will have an effect!)
Greenhags: A hunter’s best bet is to 0
rely on brute force and an extensive
amount of it. Attacking from a distance
ighting nonweapon proficiency in
xder to circumvent the sea hag's
ximary defense and her gaze attack
r ~?~L.Cl2ONT,I113 TIIRR:
to be sacred to Quenesti-Pah, an elf revealed to us where Quenesti-Pah
deity of romance and fertility. A villager was reputed to dwell. We spent a few
days searching that part of the woods
had overheard one of the maidens tell but found no sign of the missing
the others that she had caught sight of
maidens, or of hag activity. Eventually,
the goddess herself dancing in the however, we discovered a small, well-
grove. The two girls had then ventured
into the forests with offerings to the hidden paka community on the mist-
choked hills that form Valachan's
goddess, for they each pined after one western frontier. At its edge, we found
of the village lads.
We spent a few days in the village, an earthen pit with two prisoners, one
gathering as much information as we of whom was one of the vanished
could. During this time, Gerrad maidens. We subdued the paka
sentries and rescued her. From her, we
became quite close to the daughter of
a human woman and elf woodsman learned that the paka seemed to be
the covey's primary minions and that
who lived on the outskirts of the
village. (Later, we discovered that the its members included two greenhags
and an annis. We also learned that it
half-elven daughter of this couple had
fallen victim to the hags some time was too late for one of the three
maidens. Tragically, she had served as
ago, and that her form had been
usurped by one of the covey members the hags' meal that very night. We
also learned that the hags were
to spy on the village. The disguised intending to use a spawning ritual on
hag took the opportunity to play with a
young man's heart and to gift him with the second maiden. We had to hurry if
a hag eye in the process.) we were to save her.
During this time, it became clear The information we gleaned from the
that something else troubled the maiden who was kept in the pit made
our final battle against the covey a little
villagers. After much coaxing, they easier, since we learned from her the
admitted to Fiori that other villagers
had seen Quenesti-Pah. She claimed to minions we would have to contend
be angered by the villagers' callous, with, as well as the nature of the hags
we would face. While rescuing any
coldhearted nature and said she would potential captives of a hag covey is in
level the village unless she was sent a and of itself a reward, if they are being
couple who could prove they were
truly in love. Fiori stated this was kept closer to the hags' minions than
the hags themselves, there are other
blasphemy, as she claimed the true
goddess would never test people in this potential benefits, so hunters should
way. The villagers, however, said the always attempt to locate captives
goddess had made the earth shake and before they confront the hags.
had ruined an outlying farm to prove I have already described the battle
her point. The villagers meant to send with the hag covey; we used the tactics
I mentioned previously in the section
a young couple to Quenesti-Pah's
forest home during the next full moon. about battling individual hags, but I
Fiori and I arrived at the conclusion must confess our victory came more
! that the single hag she had been easily than we had anticipated when
hunting had joined a covey, as we both Gerrad smashed the hag eye he had
been carrying. If that hag had not taken
recognized the ability to cause an
earthquake as a power belonging to a the time to gloat, the well-prepared
covey. It seemed clear that Fiori's prey hags would have defeated us.
had gone from abducting and slaying
young women to terrorizing entire
communities. It is my experience that some people
Reluctantly, and prompted only by
Fiori's display of her own destructive feel sympathy for hags, even those
c\people who should know better. I can
x magical capability, the villagers
a see how it might be easy to fall into this Haa hunters. do not forqet this and
trap. Hags were once beautiful women, do no; allow yourselves to-fall victim to
but they were transformed into your own decent nature. For hags will
monsters through no fault of their own. not hesitate to destroy you if you give
During our correspondence about hags, them an opportunity to do so.
one young woman of my acquaintance
held the position that if a hag could be But what of Semine? you say. She was
captured alive and shown that not indeed a major source of information for
everyone will reject and hate her for her this book and did not attempt to harm
hideous appearance, the creature might me in any way, despite several occasions
well eventually abandon her evil, of threatening to do so.
destructive ways and instead turn her
powers to good. “Most creatures will Semine is no less evil than any
return good acts with good acts, and other of her kind. She saw a use for
trust with trust,” she wrote. me in that she wanted me to be her
While I wish this outlook was indeed tool of revenge against all other hags.
As long a s I am forwarding her cause,
a true one, it is more a reflection of a she will not harm me. I a m not blind to
kind heart than of reality. When she the irony, but I will tell you this: If you
was adventuring, my correspondent read these words, Semine has been
destroyed. Our truce will only last so
did indeed trap more monsters than long. Though 1 am grateful for the
she slew and did manage to bring out assistance she provided, she knows
the humanity that lurked within them. that I will use the knowledge she gave
She dealt mostly with evil, patho- against her should our paths cross
logical werebeasts, which she did again. When I do, either she or 1 will
indeed return to the path of goodness. be dead at the end of that night. After
It should also be noted that it was her that final confrontation, the survivor
kind heart that resulted in her will arrange for the publication of this
abandoning the adventuring life for book, as such an action will better our
that of a priestess of Ezra; she felt she separate causes.
could do more good a s a member of
the clergy than a s a member of a Regardless who writes the final words
party of monster hunters. in this volume, or who is responsible for
its publication, I hope the knowledge
The early life of hags and their within its pages will lead to the end of
partially self-imposed exile from the Semine and all her kind.
societies they were once part of is
exactly the kind of thing that awakens Compilers’Note: As my sister and I were
sympathies and prompts people to preparing the second volume in this
attempt to lend them assistance. These series, a letter arrived at Van Rich ten’s
well-meaning men and women will herbalist shop. It was from our Uncle
become victims rather than saviors if George, w h d i k e Dr.Van Richten-has
they approach hags with a resolve deooted his life to hunting and
directed toward anything but the destroying creatures of darkness. He
annihilation of those monsters. reported that he had encountered a
greenhag in the wilds ofNoua Vaasa
The problem here is that a and destroyed her. Among her
sympathetic view fails to take into belongings was a diary that recounted
account that hags are born evil. From
the moment they are conceived, they her dealings with Dr.Van Richten.
are inclined toward wickedness. They
are not shaped by circumstance or fate, Uncle George thought Van Richten
so there is no opportunity to return a would want to know of her passing.
hag to the path of goodness as one With Semine dead, Laurie and I decided
might do with certain types of to include portions of the diary in this,
lycanthropes or other victims of curses.
our final compilation of Dc Van
/3 Hags were never good to begin with.
Richten’s published works.
-GWF G\
guidelk'es for creating witch and Only a female hero can adopt the
warlock heroes. Of course, Dungeon
witch kit. Only a male hero can adopt
Masters can also use this section to
the warlock kit. The two kits differ in
create detailed nonplayer characters if
the players cannot use this materiil'l. mlv a few details, and thus are
The witch/warlock kit blurs the line:S
between classes and could be ~ I-
problematic. The restrictions on thcese
heroes, however, are also consider,able. descritjed as one for most of this
sectionI.
A witch hero cannot be of chaotic
alignment. A witch possesses too
JLLv,,ya love for community and sense
of duty toward others to be chaotic.
W~/WWlO&Kit A warlock hero cannot be lawful in
alignment. A warlock values the
Resic Znfonnstion individual above all else, and since
Classes .Allowed: Fighter or thief lawful characters tend to emphasize
Races Allowed: Elf, half-elf, society and its rules, no warlock will
human, Vistani, ever be of lawful alignment. They are
half-Vistani all a bit rebellious.
Alignments Allowed: Any nonchaotic A witch or warlock must have the
(witch);any mental acuity to successfully draw on
nonlawful the Weave while practicing witchcraft.
(warlock) The hero must have an Intelligence
Ability Requirements: By class score of not less than 10 and a
Intelligence 10+ Wisdom score of not less than 12. The
Wisdom 12+ hero must also be of good health to
Constitution 9+ withstand the rigors of manipulating
Prime Requisite: By class the Weave, thus requiring a
Starting Cash: By class Constitution score of not less than 9.
Proficiencies Finally, before a witch or warlock
Available Categories: Common
can fully enjoy the benefits of this kit,
By class and race
the hero must first be taught the basic5
Bonus Proficiencies: Herbalism (witch);
Spellcraft of witchcraft from a witch or warlock o
(warlock)
at least 3rd level. The witch or warlock
Recommended Proficiencies: None
must then must fashion a spell focus.
A witch or warlock who had at least
one parent who was already a witch or
A witch/warlock kit can be used only warlock is assumed to have already
with a non-spellcasting class. The
individual cannot cast any other form been raised in the tradition and so
of magic, and thus cannot ever b- =
cleric, druid, mage, specialist wiz taught; the hero must nonetheless
paladin, ranger, or bard. The wit(
warlock also cannot be a psionic create a spell focus before being able
or have psionic wild talents, a s p
The Complete Psionics Handbook wield magic. Unless the rules for
(TSR #2117).
roducing witchcraft into a hero's
The witch or warlock gains all
saving throws and attack rolls er life are used, the hf:IO is assumed
appropriate to the chosen class. The
hero may also use any armor or have received this tra ining before
:shields allowed by class, unless
-,,-..iy begins. .yIus, a witch or
(casting spells.
To fashior.
..-rlock must spend three days and
nights performing rituals over the
chosen focus. The hero might use a
favorite weapon, a precious keepsake,
or a piece of jewelry for this purpose.
The only restrictions on what can be
used a s a focus is that it must be
omethina durable and hard-wood, coven, in which case all spell focl are
~~~ marked with the sigil of the coven.
Witches and warlocks are adept at
tone, metal, crystal, glass, or a keeping their unique nature hidden
nixture of such materials. The spell from those who are not let into their
3cus also cannot be any form of confidence.
rmor, though it can be a shield, if
Illowed to the hero by class. The focus If they are forced to display their
j nearly always an item that can be powers among those who are not
:arrieci and hidden easily on one's warlocks, witches, or allies of the
xrson, although it is not unheard of to same, they wili claim to be former
ise standing stones or even a home a s wizards, priests, or the like. To this
I spell focus. (However, the witc'h or end, warlocks learn some of the
tarlock in such cases would be ,ableto theories involved with the arts of
:ast spells only when in contact with wizardry, represented by their free
hose large, immobile item- grave proficiency in Spellcraft. They can ad'
estriction.) the appropriate gestures and carry th'
appropriate spell components to mak
The rituals bind the focus to the it look as if they are casting normal
iero and to the Weave, permitting the wizard magic. Real wizards or other
iero to shape the stuff of the Weave characters with the Spellcraft
nto magical effects. The process of proficiency can see through this
:reating this focus causes a portion of deception.
he character's life energy to be bound
nto the focus. This life energy is Witches
.epresented by an expediture of 1,000 At the core of every witch's being is i
3xperience points. Therefore, a hero strong parental instinct to nurture an(
&thostarts play with this kit must first protect the family. This family does n
?arn at least 1.000 XP before being need to be a spouse and children, bu
3ble to create the spell focus (setting could just as easily be an adventurinc
s i d e three days to do so) and thus group, the witch's coven, or orphans
lain spellcast,ing abilities. the city she inhabits. N o matter who
her "family" is, a witch is willing to la
A witch or warlock is assumed to be down her life to save those she loves,
3 direct descendant of a member of the Further, she will go to great extremes
'irst group of witches and warlocks in to take revenge against those who
:he campaign world. The Dungeon have harmed her family. This causes
Yaster may adjust the specifics of the witch with a family to be careful abot
,ack!ground story, but the ability to use picking her battles. Once a struggle i
:he Weave is assumed to be hereditary joined, however, she does her utmost
,n all cases, allowing for various to ensure complete victory. She leavf
characters in a campaign to have the opponents unable or unwilling to
mdiscovered potential to become threaten the witch or her family agair
uitches and warlocks. No element of
physical appearance is necessary to A witch is typically active but not
distinguish a witch or warlock from necessarily forward, often preferring '
snyone else: the hero's ancestors are work behind the scenes to accomplis
also assumed to have intermarried with her goals. She makes a charismatic
those who were not warlocks or and well-liked leader, teacher,
witches. manager, or aide, and she functions
best while directing or working in a
Pewipfion group. A typical witch dislikes workir
alone for long periods of time. A witc
As noted, no specific appearance is
associated with this kit other than the
presence of a spell focus at all times.
The exception here would be f i x a
warlock or witch who is part OF a
h coven might be disguised as a warrior
s not likely to question a group rule or
aw, thinking "If everyone is doing it, it band or thieves' guild, though it will
not truly be either.) However, since
nust be okay" (unless the law is
coven members invariably have
,bviously destructive and results in
similar interests and goals, few
:vi1 or chaos).
Witches prefer to operate within a warlocks feel a s though they have
given social structure, supporting the sacrificed any of their principles by
joining. Indeed, the added power they
Jetter aspects of any state or town
:hey inhabit. They have been known enjoy helps them work toward
.o hold political office, run charities, achieving their important goals.
Jperate temples and hospices, and Warlock covens rarely think small,
:ake part in similar groups that and they rarely focus on the short
2enefit the general welfare of their term. They initiate plans that take
jocieties. It is not unknown for generations to complete: thus, many
uitches to support and enforce of them are prone to use magical
-estrictive laws if they perceive it will means to extend their lives.
Another exception to the warlocks'
Jenefit the "greater good." Thus, if
love of individual freedoms is the
Vistani have been known to make
tendency the covens have to come
:rouble in a town inhabited by
into conflict with one another. Covens
uitches, it is likely the witches will
tend to write down their long-term
support laws designed to keep all
agendas. Over time, a s the original
Vistani out of the town proper.
coven members die and others take
Warlocks their place, these written records
Vost warlocks are men who possess cause some warlocks to grow as
strong social consciences, though hidebound and close-minded as some
they do not necessarily subscribe to of the churches and governments t.hey
the values of the majority of their oppose. Hence, it is not uncommon For
society. They want everyone to be well-established warlock covens to be
healthy and happy, and to have an in conflict with new ones over petty
equal chance to achieve their issues such as how to apply their
dreams. They value individual rights, magic to further the cause of personal
freedoms, and desires above those freedom or how to recruit other
that a lawful society might try to warlocks. Witch covens only rarely
dictate; they are often found on the come into conflict like this, but
forefront of struggles to change warlock covens often do.
societies where one or more groups Good-aligned warlocks tend to use
keep others back because of their their powers to secure the rights of
background or racial origins. They others to pursue their destinies. They
work alone much more effectively act against governments and
than do witches, tending to rebel authorities only when they behave in
when made to work in groups for long an oppressive fashion that denies
periods of time. A warlock tends to individual rights, opportunities, and
think "If everyone is doing it, it must happiness. On the other hand,
be bad because it forces everyone warlocks of evil alignment work
into mental slavery." against authorities and governing
One exception to the warlocks' bodies of all types. In both cases,
love of individual freedom concerns warlocks reserve their most
covens. Here, warlocks work together destructive magic for use against
with their brethren to forward the those who attempt to oppress the
goals of the coven, a s well a s goals weak. Good-aligned warlocks
shared by any witch coven frequently attempt to show those they
cooperating with them. ( A warlock have freed from tyranny how to handle
I;
I L)UNCEON MASTERA"'PPENDIX
9
:heir new freedom, while evil warlocks spells are in the spellbook. The
simply leave them to their own devices
starting allotment of spells never
x,at worst, prey on them. includes coven spells. The witch or
warlock can discover additional
Bwm spells through the use of reueal the
weaue, a 1st-level spell described
The primary benefit of this kit is the later in this section.
ability to wield magic. For the sake
of simplicity, witch and warlock Witches
spells duplicate the effects of priest Individual witches can create magical
and wizard spells from the Player's effects that duplicate priest spells
Hanalbook and Tome of Magic, along from the following spheres: All,
with any other spells the Dungeon Animal, Creation, Elemental (Water
Master feels are appropriate for the and Earth), Healing, Plant, Sun, and
campaign. These spells, however, Travelers. Although these spells are
are not true wizard or priest magic. not truly priest magic, witches
CreaTures and items that enjo:y nonetheless gain the bonus spells that
magic resistance or immunity to high Wisdom scores would afford
certain schools and spheres of them if they were priests.
magic still enjoy those benefit.s
against witch and warlock spells Additionally, witches can band
dupikating those schools and together in covens. Witches who are
spheres, but items specifically part of a coven gain the ability to
designed to affect or interact with create magical effects that duplicate
wizard or priest magic do not affect wizard spells from the following
witch or warlock spells, and witch schools: Alteration, Enchantment1
and warlock spells do not affect or Charm, Elemental (Air and Dire),
Lesser and Greater Divination,
interact with them. (For example, a
Illusion, and Necromancy. Finally,
warlock cannot cast spells inlo a they can also select spells from the
ring ofspeil storing, nor can a witch list o f new spells that appear later in
enjoy the benefits of a ring of this chapter.
wizardry or pearl of power.) 'Certain
spells have additional limitations. Whenever a witch is within 60 feet
of another person who is a witch or
The number of spells a witc'h or warlock, the Dungeon Master should
warlock can cast is determined by level make a Wisdom check for the
(see the Warlock and Witch Spell character. If it is successful, she feels
Progression table). The casting time on drawn to that person; if the person is not
all witch and warlock spells that in sight, she feels a strong urge to go in
duplicate wizard or priest spells Is twice the direction of that person. If the other
the length given in the spell descrip- person is a practicing witch or warlock,
tion. On the other hand, the witch the Wisdom check is made with a +3
reqiJires none of the material, somatic, bonus. This attraction is present even in
or verbal components mentioned are a hero who is not a trained or practicing
needed. Unless noted otherwise, all a witch. If she has been taught about her
witch or warlock needs to cast a spell heritage, the sensation is understood; an
are the memorized Weave patterns untrained witch won't understand what
(obtained from studying a spellbook) is happening.
and a spell focus.
When a witch finds someone
,4 witch or warlock begins play linked to the Weave, she typically
with a spellbook that has 2d6+2 1st- takes the time to determine if that
level spells allowed to the hero, a s person is suited to become a witch or
given later in this section. The warlock. If the character has the raw
Dungeon Master gets to decide which mental and physical power to handle
the stress of n ~ ~ -._._.I".I - ....J( ..- _, --, ..
is interested ir
and is female, other ornament.
teacher (assur Should a witch or warlock's spell
time and is at
witch). If the c :us ever be damaged or destroyed,
witch has no f ? 1,000 XP placed into it at its
below 3rd lev<
:ation are lost. The hero can then
prospective st
witch she trusts. Utten, even it the :ate a new one, but only by
character is not capable of becomino ?riding three days and nights
a practicing witch o
rforming rituals, and by placing
witch still attempts
with the person, hol )OO XP of life force into the new
friend and ally. .y.ms; if this amount would cause a
Warlocks level loss, the drop in level is taken,
Individual warlocks t
magical effects that with appropriate loss of hit points and
spells from the f o l l o ~ I L ihyLllVV13.
other benefits. A witch or warlock can
....?..:."Abjuration, (;onjuratio" IC.
have only one spell focus at a time.
Elemental (F:ire and A
Should the hero ever create more
Invocation/€:vocation,
and Wild Magic. than one, they both cease to function,
Addit.ionaIly, warlo< all experience points placed into them
together in (:ovens. Warlocks who are
part of a cosyen gain the ability to are lost, and the witch or warlock
create magi'cal effects that duplicate
priest spells from the following must create a third focus, at the cost
spheres: All , Chaos, Combat,
Divination, fZlemental (Fire and Air), of an additional 1,000 XP.
NecromanticI, Thought, Time, and
Qards. The casting of these spells is A hero with the witch or warlock
governed b)1 specific guidelines,
described later. Further, warlocks can kit can have only one class, fighter
select spells from the list of new
spells that appear later in this or thief, and can never be dual-
chapter. classed (if human) or multiclassed (if
A warlock. h a s a chance of
not). From the start of play, the
recognizing Ianother warlock or witch
within his line of sight, to a distance of experience point costs required to
3 0 feet. If thae warlock hero makes a
successful siwing throw vs. reach each new level in that class
paralyzation, he feels a slight tingle
when lookin!3 on another person who double, accounting for the hero's
is a warlock or witch, or has the
potential to IJecome one. A person time spent learning how to use the
with the pott?ntial but no training can
be recognize%dif the warlock makes a Weave a s well as practicing normal
successful s,aving throw vs.
paralyzation at a -2 penalty. The class skills. A new witch or warlock
warlock usu,slly reacts similarly to the
witch, noted earlier. level of spell use is gained whenever
a new experience level in the normal
class is gained (see the Warlock and
Witch Spell Progression table). Thus,
a 1st-level thief who is a witch has all
the powers of a 1st-level witch once
she gains 1,000 XP and creates her
spell focus. She will be a 2nd-level
thiefi2nd-level warlock when she
gains a new total of 2,500 XP.
Witches and warlocks never gain
experience point bonuses from high
scores in their prime attributes. While Character Spell Level*
they may be a s skilled in their field as
m y other character, their time and Level 1 -2 -3 -4 -5 -6
attention is divided between the 1
everyday pursuits of their class as well 1
as the extra effort it takes to master 2 2-----
the powers that come with their link to 3 2 I----
the Weave. Therefore, they are able to 4 3 2----
hold their own, but they do not excel 5 3 21---
a s other naturally talented people in 6 3 32---
their fields do. 7 4 32---
8 4 33---
No armor of any kind can be worn 9 4 43---
while casting witch or warlock spells, 10 4
and the hero cannot hold a shield or 4 3 1 --
a weapon unless one of these is the 11 5 4 4 2 - -
spell focus. 12 5 4 4 2 - -
13 5 5 4 3 - -
An additional danger to this kit lies 14 5 5 4 3 1 -
in the risk of attribute drains. If a 15 5 5 5 3 2 -
hero should ever drop below the 16 6 5 5 3 2 -
17 6 5 5 4 2 -
required attribute levels to be eligible 18 6 5 5 4 3 -
for this kit, h e or she is still 19 6 6 5 4 3 -
considered a warlock or witch but 20 6 6 5 4 3 1
cannot cast any spells. The kit
cannot be abandoned, but the hero * Priest spells for witches, wizard
can continue to advance normally in
levels in the main class. Spell loss spells for warlocks.
continues until the hero once again
meets the minimum requirements for Pisfflming 4 HerWe
the kit. The exception to this is if
Constitution drops below 9; in this A Dungeon Master can allow a hero to
case, the hero can continue to cast adopt the witch or warlock kit after the
spells, but must make a System start of play, even late in the campaign.
Shock roll every time a spell is cast. However, the hero must still have only
If the check fails, the hero suffers a single class and no other psionic or
l d l O points of damage from magical spellcasting abilities in order to gain
feedback, then slips into a coma for
1 hour per point of damage suffered. -this benefit.
Trainina as a witch or warlock then
A thief with the witch or warlock kit ~~
cannot cast spells from scrolls at high
levels, and will never belong to a true occurs, taking the hero (and the
thieves' guild or similar criminal teacher) out of the campaign for two
group, always acting alone. Training years of game time in order to learn
c0st.s for a thief with this kit are how to use the Weave. From the
doubled when new levels are being moment the hero reenters play, the
gained, since the hero must be self- experience point cost required to reach
taught in so many things. each new level doubles. The hero's level
as a witch or warlock begins at Ist,
The ability to detect other witches regardless of the level in the normal
and warlocks also means the hero class, and a new witch or warlock level
can be detected by them. This can is gained whenever a new experience
be a major drawback for a hero who level in the normal class is gained.
is at odds with other witches, Thus, a 7th-level fighter who becomes a
warlocks, or covens, particularly if
the latter are evil. warlock is considered a 7th-level
fighteril st-level warlock. When he
reaches the 8th level of ability as a otherwise according to the standard
warrior (at 250,000 XP), he also rules of the current campaign (such as
becomes a 2nd-level warlock. adding blood abilities to heroes in the
BIRTHRIGHT
Obviously, it is much more difficult talents t o t
for a hero who has advanced far in his campaign)
normal profession to learn how to be a
witch or warlock than it is for a hero speciar 5 ."...u.Y-..
who starts out life properly trained.
Once a witch or warlock has -.While muc..
embraced this birthright, there is no the Weave duplicates wizard. and priest
turning back or changing course.
spells, there are certain spells that
)cks and witches cannot cast, and
's that display subtle differences
If the Dungeon Master wants to standard spells.
introduce witches and warlocks into ai hen used in a RAVENLOFT
,ongoingADGD campaign using the campaign, spells used by warlocks
RAVENLOFTrules, the best time is when and witches are subject to all the
the adventurers travel to an isolated limitations and changes in effects set
region of the world, a place about which forth in Domains ofDread, unless
they know little. New character types otherwise stated in this section. Even
can then be introduced during the if used outside the RAVENLOFTsetting,
general discovery process. For example, we advise that Dungeon Masters who
the Dungeon Master can pick an island have access to Domains of Dread
in the GREYHAWDRKA, CONLANCoEr ~, impose the alterations on the spells
FORGO^ REAMS campaigns a s home that are set forth in that volume in
to witches and warlocks who serve order to give warlock and witch spells
female deities of nature or maigic. a differerit flavor and feel.
A warlock or witch from EI tiny The SIJellcasting abilities of witches
location (an island or the like' ) should ..,,and wadx k s are tightly tied to their
not be able to cast spells higLLct.he-Lh-.. l l L-"&l:.,-c l L l v c worldsor realities. It is a
LllLl
3rd level, regardless of what level the commonly held belief that their magic
hero attains. Once making landfall simply will not function if they leave
elsewhere, the hero must create a new their native worlds. For that reason,
spell focus attuned to that world alone. very few of them ever do. Few
Another way to handle the addition warlocks and witches ever become
of witches and warlocks to a setting is powerful enough to cast plane shift,
to devise a plot in which it is revealed and even fewer are willing to risk being
that nonplayer characters who had stranded in some foreign reality
been assumed to be clerics, druids, or without the magic to bring them home.
wizards are actually witches or Some witches and warlocks even claim
warlocks. If such additions grow that their magic is tied to the kingdoms
naturally out of a well-crafted plot, or domain in which they were born, so
they wil! not seem like a jarring some rarely even leave their homeland,
change to the setting and may in fact For reasons that are not clearly
provide excitement and life to an understood, no witch or warlock has
ongoing campaign. Discovery keeps a ever successfully woven spell effects
campaign going. like those from the priest sphere of
In any event, witch and warlock Law. This sphere is considered off
covens should be rare thin.gs, limited limits to them.
only to a select few areas where the Witch and warlocks are not subject
culture lends itself to them. Witch and to the "wild surges" and level
warlock heroes are generated increases and decreases described in
he Tome of Magic, even when creating witch covens to band together and cast
lffects similar to Wild Magic spells. cooperative magic, nor can warlocks
from two differentwarlock covens do so.
Yo/es on prjesf Spells
Faith magic: Witches and warlocks
rhese notes apply both to spells being cannot gain these types of benefits.
rsed by warlocks and witches within
he RAVEN LO^ setting, a s well a s any Quest spells: Covens with seven or
Ither ADGD campaign world in which thirteen members can use these spells,
.he Dungeon Master is willing to allow but individual witches or warlocks or
Aayers to use these kits. three-member covens cannot.
Witch and warlock magic does not First-Level Spells
draw on the divine favor of the gods. Call upon faith: no
klthough their spells produce effects Combine: This cooperative spell
iimilar to those in the normal spell
descriptions, any references to divine can only be cast by witches or
night, influence, or favor should be warlocks who belong to the same
considered references to the Weave. coven.
Witch and warlock magic is not affected
by any restrictions or benefits that state Ring ofhands: Ail casters must be
they specifically impact magic of a members of the same coven in order
,articular god, pantheon, or alignment. to create this spell effect.
Aside from this general observation, Speak with astral traveler: no
here are a number of specific
:onsiderations and changes to the way Second-Level Spells
xiest spells function when they are Chant: The effects here are
Jseci to represent witch and warlock
nagic. The followingmaterial cumulative with the luck spell
3ddresses spells and spellcasting Create holy symbol: no
netliods found in the Player% Draw upon holy might: no
Handbook and Tome of Magic. Spiritual hammer: no
Dungeon Masters and players must to
extrapolate other changes as necessary Third-Level Spells
should spells from other sources be Line of protection: This spell can
used in individual campaigns. (In the
lists that follow, “no”means “not only be cast by witches or warlocks
available to witches or warlocks”). who belong to the same coven.
Cooperative magic: Witches and Prayer: no
warlocks create these spells only
through their covens. At least three Fourth-Level Spells
coven members must be present in Circle of privacy: Witches and
order to cast a cooperative spell, and
each member must be familiar with it. warlocks must still use salt to create
(Such magic is handed down through the circle, but no other material
each coven and soon taught to components are needed.
newcomers.) Generally, only witches or
warlocks of the same coven can use Cloak of bravery: The effectsof this
cooperative magic. However, it is spell are cumulative with the luck spell.
possible for witches of one coven to
work with warlocks of another to create Focus: no
cooperative magic if the two covens Solipsism: no
have a long-standing alliance. It is not Uplift: no
possible for witches from two different
Fifth-Level Spells
Commune: n/a
Extradimensional manipulation: no
Extradimensional pocket: no
Flame strike: no
Forbiddance: For witches and
warlocks, this spell can only be used
to keep non-coven members from
entering their meeting place using the
magical or conventional means. The
. ,... .. . . . . .. . ,,... .
spell always functions as "alignment of summonin g- a danger.o.us pseudo-
different with respect to good and familia '
evil," and non-coven members musi
'El
always mention the password if the)
er
are to enter safely. This password
must also be uttered as part of the ah
casting of the teleport, planeI shift, or neau rrmyrr: L U q ~ U Vn C ~I ~ U L ylvc
other spell being used to enier the witches and WErrlocks the ability to read
meeting place.
spellbooks and spell scrolls. It does,
Sixth-Level Spells ,h,nu"rvxbvrba.,vnr m l l n w them to identify other
The great circle: This spell requires forms of magical sigils and scripts, a s
cooperative magic and can only be set forth in the spell description.
created by witches or warlocks
belonging to the same coven. Further, Wizard mark no
the coven must have at least seven
members, and no fewer than three Second-Level Spells
members must work together to cas^ Chaos shield: no
the spell.
Third-Level Spells
Word of recall This spell is usable Explosive runes : no
only by witches and warlocks who Augmentation I: no
belong to a coven. It takes them instantly Far reaching I: Ino
back to the coven's meeting place.
Fourth-Level Spe . ...
Seventh-Level Spells Dilation I: no
No warlock or witch has ever been
Rary's mnemon..
known to become skilled enough at
manipulating the Weave to create Far reaching II: no
magical effects of this magnitude.
Fifth-Level Spells
NOQSon Wizard spe11s
Contact other plane: When this
These notes apply both to spells being spell is cast, the Dungeon Master
used by warlocks and witches within should roll percentile dice. If the result
the RAVEN LO^ setting, a s well a s any is I11-03, it functions as described in
other ADCD campaign world in which the! Player's Handbook. If the result is
the Dungeon Master is willing to allow ur,q" -50, the witch or warlock actually
players to use these kits. manages to reach out and contact a
powerful being (15th-level or higher
Aside from this general observation, priest or wizard, a fiend, vampire, lich,
there are a number of specific or other such monster) that resides on
considerations and changes to the way the same plane a s the caster. If the
wizard spells function when they are rules from Domains o fDread are being
used to represent witch and warlock used, the spell functions as described
magic. The following addresses spells within those pages. If the result is
and spellcasting methods found in the 51-00, the spell simply does not work.
Plager's Handbook and Tome ofMagic. In all instances, the caster always has
Dungeon Masters and players will a 65%chance of going insane,
have t,o ex.t,rapolate other limitations
regardless of other variables.
Far reaching 111: no
Khazid's procurement: Unlike most
warlock spells, this spell requires the
material components specified in the
ription and can be cast only
3vens.
agicjar: The witch or warlock's
focus is the "special receptacle"
. ified in the spell description.
Sixth-Level Spells Luck
Augmentation II: no Level: 1
Dilation 11: no Range: Touch
Mordenkainen's lucubration: no Duration: 3 turns/level
Wildshield no Area of Effect: 1 target
Wildstrike: no Components: S, M
Casting Time: 1
Seventh- to Ninth-Level Saving Throw: Negates
iiVizard Spells This spell impacts the forces of fate,
No warlock or witch has ever been which are viewed by witches and
warlocks as being yet another
mown to become skilled enough at manifestation of the Weave. It grants the
nanipulating the Weave to create recipient a +1 bonus to all attack rolls
nagical effectsof these magnitudes. and saving throws made during the
spell's duration, as well a s providing a
ww fipe11~ targeted rogue character a 110%bonus
to all thief skill checks made while the
The following spells can be cast only spell is in effect. Further, it provides a
2y witches and warlocks using spell 10%bonus to all other percentage-
'oci. 'They are created using the Weave based checks where appropriate,
snd can be memorized by both always to the benefit of the target.
witches and warlocks.
The reverse form of the spell, bad
As mentioned in the kit luck, imposes -1 penalties to all
Aescriptions, the magical powers attack rolls and saving throws. It also
Jsed by witches and warlocks are not affects percentage-based checks, but
truly wizard or priest spells. For the -10% pennltv is a n d i e d tn t h e
purposes of dealing with spell detriment of
immunities and resistances that exist
in the ADGD game, these spells are Reveal the
a11 classified a s Alteration magic. Level: 1
However, this does not mean that Range: 0
witches need to form covens in order Duration: SI
to cast them. Area of Effe
Component
These spells are commonly known Casting Time: 1 ~ O U ~ ~ C L UL UUI I ~ D
among witches and warlocks. They Saving Throw: Negates
are usually taught to the young by
their masters or serve a s gifts {to Through the use of this spell, witches
someone who first achieves the ability and warlocks can discover new spells
to cast a spell. They are inscribed in in the intricate patterns of the Weave.
the recipients' spellbooks of Weave Warlocks use this spell to identify
patterns. patterns that duplicate wizard magic
while witches use it to discover the
Young witches and warlocks are patterns for priest magic.
also given the same warning: "Use
your power carefully and never take To use this spell, the caster first
the Weave for granted. The incautious spends 30 minutes in meditation,
user may become entangled iand burning specially prepared incense.
paralyzed in its netting at the most The caster then enters a trance in
inopportune moments." In other which the world seems to fade away
words, even these spells may have and the misty patterns of the Weave
unexpected side effects, and a become visible. The caster can,
warlock or witch should always be through force of will and familiarity
prepared to rely on wits and skills with the Weave, identify the patterns
rather than the Weave.
that must be imprinted on the mind to patterns needed for mental imprinting
create a desired spell effect. to create a desired spell effect. If the
Intelligence check is failed, the caster
Once this pattern has been still manages to discern the pattern for
identified, the caster of the spell a 1st-level wizard or priest spell,
sketches it on a piece of paper or depending on what is appropriate.
traces it in a tray filled with white sand (Warlocks will always find wizard spells,
while still in the trance. As soon a s the and witches will always find priest
pattern is traced, the spell ends. The spells.) The Dungeon Master chooses
caster then transfers the spell pattern the spell, but does not inform the player
to a more permanent form and refines what it is. The spell should be one the
the duplication of the pattern, testing character did not already know, and the
the new spell in the process. character will not know that this is not
the desired spell until it has been
The work needed to refine the spell successfully tested.
takes 2d6 hours, plus 1 hour per level
of the spell. It requires the caster to Reueal the weave is a good ws1y fO1
attempt to memorize the pattern he Dungeon Masters to introduce ne,b.,
has uncovered, then attempt to cast spells or spells of their own devising
1:he spell. Refining the pattern requires into the campaign. There are endless
a successful Wisdom check. If the permutations of the Weave, and witches
pattern has not been properly refined, and warlocks are constantly
the spell fails when the witch or discovering new and bizarre magical
warlock attempts to cast it. The effects that thev can brina about with it.
character must then spend Id6
additional hours working on the P
pattern, following by an additional L
Wisdom check. The caster can R
continue to refine the pattern, or
attempt to cast the spell again and AIM VI LIICLL. I iieiriiievei
start from scratch. Attempts to cast Components: S, M
the spell will automatically fail until the Casting Time: Special
correct pattern has been arrived at. Saving Throw: None
For example, to discover the secret This spell functions exactly like the
of the 1st-level wizard spell wall of jog, 1st-level wizard spell idenlify, except
Elias casts reueal the weaoe. It takes
him 2 hours and 10 minutes of intense that the caster does not need to
concentration. When he's done, he's
got the rough Weave pattern scribbled handle the item and thus suffers no
on a piece of parchment. He then consequences from such contact.
spends the rest of the day (7 hours)
refining t.he rough pattern. Once he Love
thinks he's gotten it right, he spends a
few moments studying the pattern, Level
imprinting it in his mind. Then, holding Rang
his spell focus, he attempts to cast the Dural
spell. Nothing happens. (Elias failed Area
his Wisdom check.) Tired from a long Coml
day of study, he goes to bed. The next Castii
day, after an additional 5 hours of Savin
refining and revising the pattern, he
successfully masters uall of fog. This spcLl UK w 9c~~c,otc
With a successful Intelligence check, an intense feeling of love in the
the caster can, through force of will and
familiarity with the Weave, identify the subject, directed toward any chosen
person of the opposite sex (the
target), including the caster. When the
spell takes effect, the subject responds
to the target as though the target had
a Charisma of 19. In addition, the of casting time in meditation, burning a
subject feels a strong romantic and variety of specially prepared incense.
physical attraction toward the target. They then enter a trance in which the
The subject will do whatever it takes to trappings of the real world fade and the
spend a s much time a s possible in the misty patterns of the Weave become
company of the target. He or she is visible to the casters. The casters
unable to conceive of betraying or identify the pattern that they need to
taking violent action against the target. imprint upon their minds to create the
desired spell effect and copy it down a s
Saving throws versus this spell, as a wizard would write down a spell.
well a s its duration, are handled in a
fashion identical with the charm Once this pattern has been identified,
person spell. Should the subject shake the casters, operating a s one, sketch it
off the spell, however, the subject feels on a piece of paper or trace it in a tray
no hostility toward the target: the filled with white sand while still in the
intense feeling of love merely ends. trance. As soon a s the pattern has been
However, if the target has treated the traced, the spell ends. The casters must
subject a s a suitor and lover would, it then transfer the spell pattern into a
is possible that true romance has more permanent form and refine the
blossomed between them. duplication of the pattern, testing the
new spell in the process.
In order to successfully cast this
spell, the caster must possess two The work needed to refine the spell
items, one belonging to the subject takes 2d6 hours, plus 1 hour per level
and one belonging to the target. In of the spell, and requires each
addition, the caster, subject and target individual caster to attempt to
must all be within the spell's range memorize the pattern uncovered, then
when it is cast. Depending on the attempt to cast the spell. Refining the
circumstances uncler which this spell is pattern requires a successful Wisdom
used, the caster might need to make a check. If the pattern has not been
powers check, ii
Domains of Dree operly refined, the spell fails when
e individual witch or warlock
Master Coven I :empts to cast it. The character must
Level: 2 en spend l d 6 additional hours
Range: 0 xking on the pattern, following by
Duration: Speciz 1 additional Wisdom check.
Area o f Effect: ( ternatively, the character can simply
Components: M ,pythe pattern from the spellbook of
Casting Time: S :oven member who successfully
Saving Throw: P inscribed the rough spell, spending
Id6 rounds doing so.
Once a warlock The casting time for master couen
coven, the bond sgie is 1 hour+2d6 turns, less 1 turn
access to and conrroi over me weave. ,-; each coven member involved in
Vdarlocks gain the ability to reproduce the casting, with a minimum of 1 turn.
the effects of select priest spells, while
witches gain the ability to reproduce the Lethe
effects of select wizard spells. Level: 3
Range: 30 yards
This spell is considered cooperative Duration: Permanent
magic. It can be cast by two or more Area of Effect: 1-4 targets in a 20-foot
members of the same coven who are
interested in discovering the Weave cube
pattern for a particular spell. The Compor
casters settle on a spell that they wish Casting
to learn, then spend the first 30 minutes Saving
This spell is a more powerful version Each time this spell is used, there is
of the 2nd-level wizard spell forget. It a 30%chance the caster permanently
causes u p to four targets within the loses 1 point of Intelligence. This
spell effect to forget the events of the Intelligence loss may occur whether or
last 3 hours per level of t h e caster. not the spell actually has any effect.
(Thus, a 15th-level witch can cause a
target to forget the last 4 5 hours.) The Dungeon Master is encouraged
The caster decides which of to be somewhat perverse when
creatures are to be affected, and the adjudicating this spell. However, this
saving throws are modified a s they product is designed with the intent of
are in the forget spell. bringing a little terror to ADGD
campaigns, so the player should
The excision of so much memorv is rnnsider t h e words nf his nr her
t
>pc:li WI11 1111 LII1> d " " r l b r e l l e C L or, L'le
L character, but a s it is being cast, the
character must roll another saving
E
throw vs. breath weapon. If this save is
t failed, incandescent mists suddenly
well up around the caster and the
\I target. The cursed witch or warlock
(and any of companions who enter the
t mists) must defeat a number of
skeletons equal to the target's level
1 plus 2d4. These skeletons focus their
L wrath on the caster and the target of
the spell. If the battle is won, the spell
F is effective and the character is no
longer subject to the curse. However,
L the character casting the spell is now
subject to the curse. (It can be
F removed through normal means, or
i 'ispe/magic cast against an
:I caster.)
C enced warlocks and witches
je the use of the Weave's
C xcept in dire circumstances.
1 oral) warn against using it unless
l n e weave's nounry IS a similar to the one is part of a coven that can supply
wizard spell limited luish, but it has a the needed magic if the worst happens.
number of significant restrictions. The
caster must state the desired result of
the spell in a maximum of seven
words. If the words comprise a
statement that makes some kind of
sense (even if it is not the sense that
the caster intended), there's a 70%
chance the spell takes effect. If the
statement of desire runs over seven
words, or if the percentile roll indicates
failure of the spell, the spell is
expended but nothing happens.
The Weaue's bounty always
provides what the caster desired, but
in a natural-not supernatural-way.
The result of the spell does not
become apparent for l d 6 i
when it does, there will a h
logical explanation for it. (i
example, a witch wishes fc
Several days later, she disc
parents and older brother have aiea at
the hands of a mysterious killer, and
she has inherited the family estate.)
. . ... . . ..- - .
.
re'
existence, the hero is automatically Mind Wr
destroyed and cannot be brought back
to life through any means, even a Level: 6
wish. (Dungeon Masters might also Range: T
consider making the hero roll a saving Duration
throw vs. death magic whenever the Area of Effect: 1 target
undead abilities are abused, used in Components: M
offensive ways that do not relate Casting Time: Special
directly to achieving the task set while Saving Throw: Negate:
casting the spell. Once five such
saving throws have failed, the hero is This powerful spell couia D e oescrioea
destroyed as described above.) a s the reverse of lethe:Instead of
removing the target's memory, it lets
In a RAVENLOFT campaign, however, the caster feed false memories into the
there is a special risk. Upon dying again, target's mind. The target is unable to
a hero makes a saving throw vs. distinguish false memories inserted thi!
paralyzation as per a fighter of a level way from natural memories.
equal to the hero's Hit Dice. If the saving
throw is successful, the character is The total length of "memory time''
absorbed by the Weave and gone forever that the caster can insert is limited to a
from the campaign. If the save fails, the half-hour per level. This means that a
character rises again three nights later 20th-level warlock can create false
a s a full-strength wraith, with a burning memories for a 10-hour period. The
hatred for all living things, particularly time taken to insert these memories is
former friends and loved ones. 5 minutes for each hour of memory
being created, and the caster must
Rorrowed Tme Conseqsences remain completely focused on the
events being fabricated in order for the
Id100 Undead type spell to be successful. Thus, a witch
01-10 Odem* would need 20 minutes to insert 4
11-20 Revenant hours of false memories.
21-30 Death knight
3145 Zombie lord* The caster can choose exactly how
46-56 Wraith far back in the target's memory the
57-65 Radiant spirit** false memories are to be impliinr'eo
66-75 Revenant The limit is 1 year per level of the
76-85 Ghost (second magnitude)*** caster, so the warlock from the
86-90 Ghost (third n previous example could insert the false
91-95 Ghost (fourth -2rnories a s far back as 20 ytYLau_y.,,y,..
!36-00 Vampire
The caster must have some
* See the first RAVENLOMFONJSTROUS isonable familiarity with the events
ng described, but the target's own
COUPENDUAWppendix, or else replace brain fills in the fine details. For
this with a ghost. example, if a warlock is inserting
* * See the RAVEN LO^ MONSTROUS memories of a ferry ride, he must be
CO,V?ENDIUAMppendix Ill>or else familiar with the sensations of beina
replace this with a revenant. aboard a smalli vessel. H e does n o t
* * * Ghost magnitude is detailed in Van need to fill in a111 the details, such as
Richten's Monster Hunter's Compen- the weather, the ferryman's name, and
dium, Volume Two (TSR #11507). The
". .,,..so on, unless they are meant to be
Dungeon Master assigns appropriate
significant part, d tho mPmnrl?l.
salient abilities, determines the ghost's If the target has real memories
personality, and the circumstances
covering the same period as the false
under which the ghost was created. memories, confusion results. The
target cannot tell which version of
Otherwise, the ghost from the events is true, but the contradiction is
MONSTROUSMANUALshould be used. recognized. If there is no specific day
..... _ _ _ _
DUNCEON MASTERA‘ PPENDIX
attached to the false memory, the Master rules otherwise, these magical
target may simply think that his or her items can be created or recharged onl)
memory is “playing tricks.” If the by hags or witches and warlocks.
memory is tied to specific events or a
particular day, the victim must make a The following magical items can be
saving throw vs. spell once per clay. If placed in hag treasure troves in place
the saving throw is failed, the victim of the more mundane treasures. Hags
behaves as if under the influence of a can use them against heroes, of
confusion spell for 2d6 hours. False
memories that include actions totally c_u u.i.>..r
against the subject’s nature (SUC
good-aligned priest slaying a paladin Potion1 of lust
with a holy sword) will prompt a
saving throw vs. spell every round until Des.pit,s i t s n a m ~
the confusion effect takes hold. more than the vicurrl> IIVIUU. II
enhances the extreme facts of the
For these reasons, intelligent casters imbiber’s personality, so that whatever
will use lethe on a victim before indulgence is most enjoyed becomes
implanting false memories. (The irresistible. The victim eats until
Dungeon Master must adjudicate if a becoming sick, drinks alcohol until
contradiction in a target’s mind is so unconscious, etc. A character
striking so as to prompt the saving attempting to resist the effects of the
throws.) The use of heal or restoration potion must make a saving throw vs.
spells on the victim reduces the intensity spell, with a -2 penalty in every round
of the .false memories, so that the target spent not attempting to pursue the
can recognize them for what they are. desired activity. If the saving throw is
successful, the victim acts normally foi
This spell cannot be used to rework l d 4 rounds, then must make another
the target’s identity and basic personal saving throw.
knowledge (name, hometown, parents
and siblings, etc.). These matters are This potion is odorless and tasteless
in the memory record in too many it looks like brackish water until mixed
different places to modify in such a with other liquids or used in the
way. Similarly, mind write cannot be preparation of a meal. Each bottle
used to teach the target any speils, holds l d 4 doses. Hags enjoy tricking
skills, or proficiencies. The target can their victims into drinking these
be made to falsely remember casting a potions, hoping to make their final
spell or using a proficiency, but the moments a s humiliating as possible.
target is incapable of doing so now. The effects of a potion of lust last for
ld6+2 turns.
Depending on the circumstances
under which this spell is cast, and the Sea hag’s talon
caster’s intentions for doing so, its use
may require a powers check if the rules This appears to be a fairly unremarkabk
from Domains dagger. It registers as mildly enchanted
when exposed to a detect magic spell,
produced by hag coveys and witch and but otherwise it looks no different from
warlock covens. These items are all the kind of short dagger that skilled
very rare and are typically not weaponsmiths produce.
encountered in the hands of others,
with the exception of those specifically Closer examination, however,
created to be given to minions or reveals that the dagger is actually
trusted associates. Unless the Dungeon made of a porous material unlike any
the heroes have encountered before.
The substance appears to be metal,
yet it seems to gradually absorb liquid:
when placed in them.
-'-.. , J L.1, .~ ~ C E Oh"N,4STEK" APPENDIX
One property of the sea hag's talon warlock's home. Guardians are
created by the head of the household.
is that it can serve as a homing The enchantment takes three days of
rituals to create. Although many
Ibeacon to liquids. If dipped in a glass witches and warlocks are familiar with
the ritual to create a guardian, they
of red wine, the wielder would feel the typically only reveal it to warlock or
witches who are starting a family.
dagger tugging ever so slightly toward
A guardian uses elemental
red wine. (The tug is slight, and while
enchantments to add a layer of
it makes the talon useless as a magical protection to a witch's or
warlock's home, be it an elaborate
Ithrowing weapon, it does not impede manor or simple tent. It comes in one
of four different forms, paralleling the
its effectiveness a s a melee weapon.) four elements: air, earth, fire, and
water. A guardian affects any
'Thus, a sea hag's talon can be used a s creature who has malign intentions
toward any resident of the home it is
a divining rod should its wielder desire. created to protect. Any such person
who comes within 30 yards of a
The weapon's second property gives guardian must make a saving throw
vs. wand or suffer the effects of the
sea hags a tremendous advantage in guardian's magic. A witch or warlock
must be able to wield the appropriate
combat. Although the weapon does not elemental magic in order to create
normally have any attack:or damage the guardian that matches the
element.
bonuses, when used in c(imbat the sea
Air guardian: Foes feel light-
hag's talon becomes mol.e effective he?sded and dizzy while within range of
the~ guardian. Intelligence and Wisdom
ngainst opponents with each strike that are! each temporarily decreased by
Id.4 points.
*drawsblood. If the dagger absorbs
Earth guardian: Foes feel heavy
some of a victim's blood, it homes in an1j lethargic. While within range of
the Guardian, they act a s though
(onthe source of this liquid. With each under the influence of a slotu spell.
strike that draws blood (Iemoves hit Fire guardian: Foes feel
points), a sea hag's talon receives a inexplicably edgy, almost paranoid.
Their morale is decreased by 3 , their
cumulative +I bonus to tlit on the Intelligence temporarily drops by ld4,
and, if the rules from Domains of
rounds following. Thus, after the first Dread are in use, all fear checks are
made with a -2 penalty. In contrast,
strike that causes~ d a m a g e~~~~~~~~~ aoainst a
il i being surprised is
- ~ ~ a~~~ ~
I.
certain victim, the sea hia; g s talon
provides +1 on attacks. A/ fter the iian: Foes feel tense
ition keeps getting fixed
second, the bonuIsS is +2. Alter the third, Is. Their Wisdom
temporarily reduced by
the bonus is +3.A maxinmum bonus of
i a p~oints, and they suffer a -3
+5 can be reache:d and mn aintained until penalty to all initiative rolls and
proficiency checks based on
the particular victim singled out by the Intelligence and Wisdom scores.
weapon dies. How#eevver, tht is bonus
applies only to thle victim against which
it was used, and not againet anyone
else, against whom the siea hag's talon
has no combat bonuses.
Sea h.ag's talons are f m orged with
iron and a rare mineral that can only
be found at the bottom c)f certain
remote waterways. The !secret of
forging the daggers is psissed down
from sea hag to sea hag, primarily a s
part of a covey.
Imhms
Guardians
These items can take al
form, but they are usual
statues or carvings, k n i:~kknacks
indistinguishable from other
belongings within a witch's or
i9-1613-3
1l1l111111 llilZlillilil