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# 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.

#### Extended Hex

Your Hexes last for 2 rounds instead of applying once, refreshing at the start of each affected round.

#### Lingering Curse

When a Hex expires or is overwritten, the target must make a Resolve defend roll against your Magic or suffers Disadvantage on their next roll of any kind.
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.

#### Contagious Hex

Once per scene, when your Hex expires on a target, it may spread to one adjacent creature within 3m. The new target gets no defend roll.

#### Stacked Misery

Maintain two different Hexes on the same target simultaneously. The second Hex requires a free action on your next turn.
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).

#### Hex Storm

Once per session, spend 2 AP to instantly apply all three of your Hexes to every hostile creature within 10m simultaneously.

#### Cursed Ground

While Ritual of Devouring is active, any ally who damages the marked target also recovers stress points equal to half your Magic skill (rounded up) each time they do so.

## 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.

#### Ward Sharing

Once per scene, transfer an active Witch Ward bonus to an ally not currently protected by it without spending AP.

#### Soothing Hex

Once per turn as a free action, end a Hex on one of your allies to immediately remove one Mild Condition they are suffering.
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.

#### Layered Ward

Witch Ward now protects up to 4 allies and the defense bonus increases to +2.

#### Purifying Aura

While Coven's Protection is active, all protected allies are immune to newly applied Conditions of Mild severity.
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.

#### Coven's Might

While Coven's Protection is active, all protected allies also gain +1 to attack rolls for the full scene duration.

#### Ritual Circle

Once per session, extend Ritual of Devouring (if taken) to all allies: every ally who damages the marked target heals a quarter of the damage dealt (rounded down).

Solid required progression · Dashed optional node requires the one above it