Witch
Witches practice local, inherited, and often unofficial forms of magic. Their craft tends to live in households, border villages, refugee-descendant communities, market towns, and places where formal institutions arrive late. A witch may bless births, manage curses, preserve family rites from a lost homeland, treat the sick, bargain with local spirits, or know exactly which festival custom is older than the religion currently claiming it.
Root Node · 1 CLA
Witch
Gain Advantage on Magic rolls when applying hexes or casting Illusion and Necromancy spells.
Path of Hexes
T1 · 1 CLA
Hexweaver
Once per turn when you hit an enemy, place a Hex as a free action: Hex of Weakness (minus 1 to their next attack), Hex of Misfortune (Disadvantage on next skill check), or Hex of Frailty (minus 1 Physical Defense until end of your next turn). One Hex per target at a time.
T2 · 1 CLA
Doom Weaver
Once per scene, spending 2 AP, place a Doom mark on a creature within 30m. The marked creature does not know it is marked. The first time the marked creature fails any skill check or attack roll, the Doom triggers: they immediately take Mental damage equal to your Magic skill plus 1d6 and suffer Disadvantage on all rolls until the end of their next turn. The mark is then consumed.
T3 · 1 CLA
Dark Ritualist
Once per scene, spending 2 AP, perform a Dark Ritual. Choose one: Ritual of Devouring (mark a target within 20m: any damage dealt to that target heals you for half the amount for 1 minute; if the target is slain during this, fully restore your Physical Stress Pool and heal one Consequence), or Ritual of Night's Veil (create a 30m radius of magical darkness for up to 1 hour).
Path of the Coven
T1 · 1 CLA
Coven's Ward
Once per scene, spending 1 AP, place a Witch Ward on yourself or one ally within 10m. The Ward grants +1 to all defenses and absorbs the next 1d6 damage the warded creature would take, then disappears. Only one Ward active at a time.
T2 · 1 CLA
Coven's Protection
Spending 2 AP, create a Witch Ward lasting 1 scene or until broken. You and up to 2 allies within 10m gain +1 to all defenses (Physical, Elemental, and Mental). The Ward absorbs the first 1d12 damage dealt to you or any protected ally this scene.
T3 · 1 CLA
Soul Binding
Once per session, spending 3 AP, perform a Soul Binding on one creature within 10m. That creature's fate is bound to yours for the rest of the session. While bound: any Hex you place on them costs 0 AP to apply and persists until actively removed. When the bound creature's Physical Stress Pool is reduced to 0, you immediately regain all Mana and heal one active Mild Consequence. The binding ends when the target is taken out or the session ends.
Solid required progression · Dashed optional node requires the one above it