Witch - Class Tree
Witch (Playable in Starter Set)
Ancient practitioners of earth, moon, and brew magic who draw power from the natural world's oldest cycles, the pull of the moon, the chill of the north wind, and the bubbling of a well-crafted cauldron, Witches apply curses, potions, and elemental forces with an unpredictable mastery that feels less like a learned skill and more like a conversation with something that has always been listening.
‡ Abilities from their respective trees are summarized below. Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
Alignment: Alignments range from Lawful, Moral, Ambivalent, Amoral and Evil, and are Path and Branch Dependent.
To use the Abilities of this Path or Branch, you must fall within the Alignment's Spectrum. To devote to the Path's Higher Power you must fall exactly at that Alignment (see Alignment, Basic Rules pg. 2).
Higher Power: Path Dependent (see Path below)
Witch's Paths individually restrict by alignment from LVL 4 on, see each Path above for its specific Alignment.
To learn a Path's Abilities, or any of its three Branches', your own alignment need only sit inside this Class's Spectrum.
To draw a Path's Higher Power bonus you must hold that Path's exact base Alignment, and that same base is what its three Branches require (see Alignment, pg. 2).
Favored Races:
Drow +5, Sylvan +5, Snow Dwarf +5, Goblorc +5, Ratkin +5, Dwarf (Common)† +5, Human† +5, Halfling† +5
†Dwarf, Human, and Halfling Playable with Starter Set.
Averse Races: Hawkbear -5, Neanderthal (Glaciera) -5, Omnè -5
Refer to Races for details on favored and averse paths and branches.
Passive Abilities:
These passive Abilities belong to the Main Class alone, granted once and active regardless of Tier, Path, or Branch; they are not re-granted, replaced, or duplicated at any Path or Branch.
Hexweave, lasts 6 hours (must be recast every 6 hours to stay active). No mana cost for Main Class Abilities.
Coven's Curse, Once Per Day the Witch lays a hex upon one target, dealing nature damage equal to twice their Willpower SCR and reducing their Resistance until the end of the encounter.
Extra 1d6 + LVL nature damage on Critical Hits.
Once per encounter, Witches can Flourish their focus that lowers their target's Resistance at a number equal to their Intuition SCR.
Witches get +5 feet their base movement speed, once per encounter.
Witches get +4 plus their KNOWLEDGE SCR on Knowledge checks involving curse and brew lore.
Witch Paths and Branches
Each Path and Branch has full descriptions in their Ability section.
i. BrewMaster - A potion-focused Witch who brews curses and cures alike from whatever's close at hand.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Green - A BrewMaster who works entirely from herb, root, and growing things.
b. Haggard - A BrewMaster whose rough, battle-worn brews hit harder than they taste.
c. Shrew - A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
ii. Lunar - A moon-bound Witch whose power waxes and wanes with the night sky.
Alignment: Evil
Observance: Offering and dominion. Devotion is paid in what it costs someone.
Will not share a Character with: Lawful and Moral.
The Higher Power bonus requires holding Evil exactly, and that same base carries through all three of its Branches below.
a. Moonfire - A Lunar Witch who channels the moon's pale light into searing, silver fire.
b. Starborn - A Lunar Witch whose power was never fully of this world to begin with.
c. Zodiac - A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
iii. Norwitch - A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself.
Alignment: Moral
Observance: Oath, record and public rite. Devotion is witnessed and written down.
Will not share a Character with: Evil, and any Path that takes by force what it has not earned.
The Higher Power bonus requires holding Moral exactly, and that same base carries through all three of its Branches below.
a. Frosthugr - A Norwitch who sends her soul out from the body and lets the cold carry it.
b. Noaidi - A Norwitch who channels the deep cold itself into every curse and blessing.
c. Vitka - A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Favorite Talent and Profession Trees
Talent Trees: Mole
Professions: Witchcrafter, Apothecary, Alchemist
No Cost to open Talent Tree. 5% rate increase on Profession tiers. See Talent and Profession Bonuses: Races vs. Classes for how these bonuses work.
Features such as; Companion Pairing, buffs, and various Armaments and Accessories and their Modifiers and Enhancements modify base stats, refer to Basic Rules for more.
Witch Tier Armaments
▸ Select to Expand Armaments
Armor Threshold (Tier): Light Grade. Armor heavier than Light will incur an Armament Penalty (-5 per Grade of difference) when performing Tier Abilities, though heavier armor can still be worn (see Armament Penalties, pg. 4).Weapon Proficiency (Tier): Variant: Telluric. Type: Magic. Hand: 2h, 1h (Main), or 1h (Off) with a second Dagger or Reagent Pouch. Distance: Melee. Style: Piercing or Blunt. Forbidden: All Variants outside Telluric. Tactical Type. Each Path refines these specifications further; see each Path below for its baseline, and each Branch for any exceptions it states.
Witch Main Class Abilities
Each tree below runs LVL 1 through 30, Tier (1-3), Path (4-20), Branch (21-30). Each LVL offers 3 choices, learn only ONE. See Spell Abilities individually for details, see card examples on this page. See Slots and Prerequisites, above.
Armaments reminder: Light Grade armor or lighter (robes, light leather, ritual garments); Weapon Style: Piercing (Norwitch, 1h dagger), none (Lunar, 2h Walking Stick; BrewMaster, 1h Stirring Stave), path dependent. Weapon Type: Tactical for Martial, Magic for Spell (Martial is curses and hexes struck through the blade, Walking Stick, or Stirring Stave, not plain weapon technique). Wearing a heavier Grade brings a -5 Armament Penalty per Grade of difference.
Note: See each Classes respective Ability Card for full details; Ability Cards are released with Module and their expansions, supporting various Character Levels, and list the DIFS for any check an Ability requires. Refer pg. 6 for more on Ability Cards.
For full versions see each Ability's Card, per module.
Tier Abilities (Witch)
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LVL 1 Witch Tier Ability †
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† For Paths see LVL 3 Tier Abilities Below
| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 1.5 midpoint Abilities.
LVL 2 Witch Tier Ability
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†See Ability Cards for LVL 2.5 midpoint Abilities.
LVL 3 Witch Tier Ability
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† For Branches, refer to LVL 20 of each Path
Alignment: Evil
Higher Power: TBA (Evil)
A potion-focused Witch who brews curses and cures alike from whatever's close at hand. (LVL 4-20)
(see BrewMaster Path and Branch Abilities Below)
BrewMaster Path
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Weapon Proficiency (Culture, BrewMaster) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Cauldron focus), 1h. The cauldron itself isn't carried into a fight, it stays wherever the BrewMaster set it brewing; what's actually drawn and wielded is the Stirring Stave used to work it. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, BrewMaster):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Cauldron Leather).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster who works entirely from herb, root, and growing things.
Green Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Green Branch chosen at LVL 21 - see Green above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Green Branch chosen at LVL 21 - see Green above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Haggard Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Haggard Branch chosen at LVL 21 - see Haggard above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Haggard Branch chosen at LVL 21 - see Haggard above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Shrew Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Shrew Branch chosen at LVL 21 - see Shrew above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Shrew Branch chosen at LVL 21 - see Shrew above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: BrewMaster Abilities (Witch Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 1h)
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LVL 4 Witch - BrewMaster Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - BrewMaster Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - BrewMaster Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - BrewMaster Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - BrewMaster Path Ability
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Witch - BrewMaster Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A BrewMaster who works entirely from herb, root, and growing things.
Branch: Green Abilities (BrewMaster Path)
(cauldron focus, favors healing and poison brews)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Green Branch continues this Path's progression exclusively through LVL 30. | |
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Branch: Haggard Abilities (BrewMaster Path)
(cauldron focus, unlocks stronger curses)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Haggard Branch continues this Path's progression exclusively through LVL 30. | |
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Branch: Shrew Abilities (BrewMaster Path)
(cauldron focus, favors quick potion-tossing)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Shrew Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Evil
Higher Power: TBA (Evil)
A moon-bound Witch whose power waxes and wanes with the night sky. (LVL 4-20)
(see Lunar Path and Branch Abilities Below)
Lunar Path
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Weapon Proficiency (Culture, Lunar) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Walking Stick), 2h. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Lunar):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Moonweave Silk).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Moonfire Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Moonfire Branch chosen at LVL 21 - see Moonfire above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Moonfire Branch chosen at LVL 21 - see Moonfire above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch whose power was never fully of this world to begin with.
Starborn Branch
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Weapon Proficiency (Culture, Starborn) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: none (Walking Stick for Martial, Wand for Spell), 2h or 1h. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Starborn):
◆TAW
◆Chthonic
Armor Thresholds
Set by the Starborn Branch chosen at LVL 21 - see Starborn above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
Zodiac Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Zodiac Branch chosen at LVL 21 - see Zodiac above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Zodiac Branch chosen at LVL 21 - see Zodiac above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Lunar Abilities (Witch Tier)
(Weapon Type: Tactical for Martial, Magic for Spell, 2h)
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LVL 4 Witch - Lunar Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - Lunar Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - Lunar Path Ability
▸ Select to Expand Abilities
| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Witch - Lunar Path Abilities
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| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Branch: Moonfire Abilities (Lunar Path)
(Walking Stick, unlocks bonus fire and lunar damage)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
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| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Moonfire Branch continues this Path's progression exclusively through LVL 30. | |
A Lunar Witch whose power was never fully of this world to begin with.
Branch: Starborn Abilities (Lunar Path)
(Walking Stick for Martial, Wand for Spell, favors ranged celestial magic)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Starborn Branch continues this Path's progression exclusively through LVL 30. | |
A Lunar Witch who draws power from the full wheel of the stars, not the moon alone.
Branch: Zodiac Abilities (Lunar Path)
(Walking Stick, favors celestial timing)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Zodiac Branch continues this Path's progression exclusively through LVL 30. | |
Alignment: Moral
Higher Power: TBA (Moral)
A frost-touched Witch who reads fate in wyrd-signs and channels the cold itself. (LVL 4-20)
(see Norwitch Path and Branch Abilities Below)
Norwitch Path
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Weapon Proficiency (Culture, Norwitch) (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Weapon Style: Piercing, 1h, Melee. Martial is struck with a dagger or ritual blade; Spell is channeled through a wand instead. Weapon Type: Tactical for Martial, Magic for Spell. +8 to Hit when wielded (Weapon/Hand Proficiency).
Weapons Forbidden (Culture, Norwitch):
◆TAW
◆Chthonic
Armor Thresholds
Armor Grade: caps at Light or Delicate (Wool Robe and Fur Cloak).
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch who sends her soul out from the body and lets the cold carry it.
Frosthugr Branch
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Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Frosthugr Branch chosen at LVL 21 - see Frosthugr above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Frosthugr Branch chosen at LVL 21 - see Frosthugr above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch who channels the deep cold itself into every curse and blessing.
Noaidi Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Noaidi Branch chosen at LVL 21 - see Noaidi above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Noaidi Branch chosen at LVL 21 - see Noaidi above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Vitka Branch
▸ Select to Expand Armaments
Weapon Proficiency (Abilities require one of the weapons below to be readied; Basic ATTKs do not)Set by the Vitka Branch chosen at LVL 21 - see Vitka above for its specific Weapon Style and Type.
This Path's Culture carries through to whichever Branch is chosen at LVL 21; see that Branch for any exceptions it states to the armaments below.
Armor Thresholds
Set by the Vitka Branch chosen at LVL 21 - see Vitka above for its specific Armor Grade.
See Weapon/Hand Proficiency, Armor Thresholds, and Special Armaments above.
For full versions see each Ability's Card, per module.
Path: Norwitch Abilities (Witch Tier)
(Weapon Style: Piercing, 1h, Melee)
▸ Expand Ability Tree Paths
LVL 4 Witch - Norwitch Path Ability
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†See Ability Cards for LVL 4.5 midpoint Abilities.
LVL 5 Witch - Norwitch Path Ability
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†See Ability Cards for LVL 5.5 midpoint Abilities.
LVL 6 Witch - Norwitch Path Ability
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†See Ability Cards for LVL 6.5 midpoint Abilities.
LVL 7 Witch - Norwitch Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 7.5 midpoint Abilities.
LVL 8 Witch - Norwitch Path Ability
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| Martial Abilities | Spell Abilities |
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†See Ability Cards for LVL 8.5 midpoint Abilities.
LVL 9-20 Witch - Norwitch Path Abilities
▸ Select to Expand Abilities
| LVL 9-20 (Path) | Content TBA. The same 3-Slot choice pattern as the Path Levels above continues this Path's progression through LVL 20, before its three Branches open at LVL 21. |
A Norwitch who sends her soul out from the body and lets the cold carry it.
Branch: Frosthugr Abilities (Norwitch Path)
(dagger or ritual blade, walks outside the body)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Frosthugr Branch continues this Path's progression exclusively through LVL 30. | |
A Norwitch who channels the deep cold itself into every curse and blessing.
Branch: Noaidi Abilities (Norwitch Path)
(dagger or ritual blade, unlocks cold-resistant garb)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Noaidi Branch continues this Path's progression exclusively through LVL 30. | |
A Norwitch who reads fate itself in wyrd-signs and old, frozen omens.
Branch: Vitka Abilities (Norwitch Path)
(dagger or ritual blade, light armor)
▸ Expand Ability Tree Branches
| LVL | Martial Abilities | Spell Abilities |
|---|---|---|
| LVL 21-30 (Branch) | Same 3-choice pattern as the Path Levels above, content TBA. The Vitka Branch continues this Path's progression exclusively through LVL 30. | |