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Witch of Rastaman

 

Description:

 

The Witches of Rashaman (Wra) make up an elite organization of witches that dwell in and protect the ancient secrets of Rastaman (now known as Mistyveil). Mistyveil is locked in a perpetual twilight from low hanging fog, believed to originate from geothermal activity. Ancient magics dwell there as well which make its inroads move and shift for travelers; these same magics frustrate any attempts at mapping Mistyveil and scrying out its secrets. Only the witches seem unaffected by these hindrances, and they value their privacy highly.

 

Requirements:

 

Races: Human, half-elf, or elf

 

Alignment:

 

Any

 

Special:

 

Ability to cast 6th order witch spells

 

Skills:

 

Alchemy (10 ranks), Knowledge (Arcane) (7 ranks), Scry (5 ranks), pellcraft (10 ranks), Wilderness Lore (5 ranks)

 

Class Skills:

 

The witch’s class skills (and the key ability for each skill) are Alchemy (Int), Animal Empathy (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Scry (Int), Spellcraft (Int), and Wilderness Lore (Wis).

 

 

 

 

 

 

 

 

 

 

 

 

 

Bond with the Land - You are not hindered by the protective effects of Mistyveil. Vision through the fog is normal as is movement. Further, while within the boundaries of Mistyveil, your effective caster level is +1, and the DC to resist your spells is +2. At 4th level, your effective caster level increases to +2, and the DC to resist your spells is +4. At 6th level, these bonuses increase to +3 effective caster level and +6 to spell DC.

 

Ritual Caster I - You are schooled in the casting of ritual circles with your sisters. You may participate in a circle with up to 4 other witches. One witch leads the circle and 4 others encircle her. Each member of the circle contributes 1 spell to the circle which empowers the lead witch. The lead witch gains the following bonuses for 24 hours:· +1 to effective caster level for every 10 spell levels contributed (round up)· +1 on all skill checks and saving throws for every 5 spell levels contributed (round up)· +1 additional spell per day corresponding to the spells given by the circle.

 

Ritual Caster II - As Ritual Caster I, except up to 8 witches may participate in the circle.

 

Ritual Caster III - As Ritual Caster I, except up to 13 witches may participate in the circle.

 

Maiden's Mark - A magical tattoo is applied around the navel of the witch. This tattoo provides +1 divine bonus to Dex and Cha.

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Matron's Mark - A magical tattoo is applied to the left breast of the witch. This tattoo provides +1 divine bonus to Str and Int.

 

Crone's Mark - A magical tattoo is applied to the neck of the witch. This tattoo provides +1 divine bonus to Con and Wis.Consort - The witch gains one consort as if she had the Leadership Feat (Witch level + Rastaman level +2).

 

High Secret Order Spells - These spells are the pinnacle of casting power for witches. They are incomprehensible to non-witches and unlearnable by any not possessing this ability.

 

1 - Lady of the Mists = The witch gains a 30% miss chance for 1 round/level.

2 - Steal Voice = The target is struck mute, it's voice captured in a bottle by the witch. The witch may use any voice she has captured as if it were her

      own.

3 - Ride the Night Sky = as the fly spell except movement is 120 feet, maneuverability is perfect, and the spell functions only at night.

4 - Steal the Unborn = A male target is struck sterile for up to 1 month/level; the witch may impregnate herself with his seed if she wishes.

5 - Enchanted Slumber = The target must make a successful Will save or fall into an enchanted slumber which ends only when a preset condition, set by the caster, occurs.

6 - Circle of Blindness = All foes within a 60 ft. radius of the witch are struck blind.

7 - Circe's Mantle = A mantle of poisonous fire surrounds the target. If the target fails a Fortitude save, it is instantly consumed to ash. A second save

     must be made to avoid poisoning which inflicts 1d4 CON (primary) and 1d4 STR (secondary).

8 - Enchanted Destiny = The witch may bend the enchantments on an item or creature, stripping them away or placing restrictions on their function.

9 - Pact = The witch summons an outer planar entity of up to 40HD to serve her for up to 1 hour/ level. The witch must be in possession of a fragment of the creature's truename to summon it; otherwise, the being must be bargained with as per other planar binding spells.

     

Pact - The witch gains an outer planar patron and, as a result, access to a domain of spells. The patron is not a deity, rather a powerful entity akin to a demon prince, arch-devil, elemental prince, etc. according to the witch's alignment. Available domains include:

 

Good - Celestial, Fey, Glory, Joy, Pleasure

Neutral - Air, Earth, Fire, Water

Evil - Corruption, Darkness, Demonic, Diabolic, Greed

 

The witch may also bargain with her patron for additional power as per the various prestige classes of those patrons.

 

 

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