Friday, October 30, 2015

Fantasy Age Specializations - The Witch

While every mage knows how to cast a spell, each one possesses a different source for that knowledge and approaches this mystical power in a unique way. Some spend years locked away within ancient towers, pouring over dusty tomes to unlock their arcane secrets. Others devote their lives to the deities, learning to channel their divine might. There are a lucky few who are born with the ability to sling spells, eldritch energies infused within their blood. The witch has chosen a different path.

The witch forges a mystically-binding pact with an otherworldly entity, gaining the ability to perform magical feats. However, they must act as this entity's agent in the mortal world. Occasionally, the witch will be required to perform certain tasks for the patron. These will be determined by the Game Master, based upon the nature of your eldritch pact. The requests made by a demonic creature will differ from the requests of a powerful fey.

WITCH TALENT
Classes: Mage                                    
Requirements: Intelligence and Willpower 2 or higher.                               

Novice: The pact you've made allows you to ask your patron for advice. You can use a major action to act if a particular action will bring good or bad results for you in the future. This will garner you one of four results: 
  • Weal (the action will bring you good results)
  • Woe (the action will bring you bad results)
  • Weal and Woe (the action will bring you good or bad results)
  • Nothing (the action does not have any especially good or bad results). 
You can only contact you patron this way once per encounter. You must rest for 8 hours before you can use this ability again if used outside of combat. 

Journeyman: You patron has granted you the ability to weaken your opponents, turning luck against them. You gain the ability to use a special spell stunt called Hex. This stunt allows you to give a target opponent a -2 penalty to one ability of your choosing until the end of the encounter. This stunt costs 5 SP. 

Master: You become more adept at hexing your opponents. The Hex stunt works as normal, but you can select two abilities to impose a -2 penalty upon instead of one.