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.

Place Holder awaiting Image.

‡ 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.

Note: Main Class baseline stats, Armament requirements and thresholds, and other Class features change depending on the Classes Tier, Path or Branch as noted in each respective Sub-Class.


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.

▾ Collapse Armament


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)
Expand Ability Tree
LVL 1 Witch Tier Ability †
Select to Expand Abilities
† For Paths see LVL 3 Tier Abilities Below
Martial AbilitiesSpell Abilities
  • (Slot A) Blade Toss
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cursed dagger flicked to cut a retreat, +1 Defense (Evade) and the Witch may shift 5ft this turn... refer to Ability Card.
  • (Slot B) Witheye Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A piercing cursed strike that marks the attacker, +1 Defense (Parry) against that target's next attack... refer to Ability Card.
  • (Slot C) Hex Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A minor curse driven in on the blade's edge that unbalances the target, the Witch may reposition 5ft as a free reaction... refer to Ability Card.
  • (Slot A) Brew Toss
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A thrown potion brewed the way old frost-country hearths kept their draughts, that eats through skin and cloth alike, minor nature damage... refer to Ability Card.
  • (Slot B) Witheye Bind
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A piercing cursed gaze taught by a bound spirit of the deep cold, conjures a ward granting +1 Defense against the cursed target's next attack... refer to Ability Card.
  • (Slot C) Hex
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A minor curse read the way old star-callers charted a name's fate, lowering one target's Resistance... refer to Ability Card.

†See Ability Cards for LVL 1.5 midpoint Abilities.

LVL 2 Witch Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Ash and Blade
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cursed strike that kicks up blinding ash, +1 Defense (Evade) for one turn and the Witch may shift 5ft... refer to Ability Card.
  • (Slot B) Star-Read Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A starlit ward struck as active parry, +1 Defense (Parry) while under a clear night sky... refer to Ability Card.
  • (Slot C) Ill Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A whispered curse driven in as the Witch steps clear, the Witch may reposition 5ft after the strike without provoking... refer to Ability Card.
  • (Slot A) Ash and Ember
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A thrown mixture cured the way frost-country hearths cure their brews, that scorches on contact and blinds with smoke, minor fire damage... refer to Ability Card.
  • (Slot B) Star-Read Step
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A starlit ward grants +1 Defense while under a clear night sky, reading danger in the stars the way old calendar-keepers once did... refer to Ability Card.
  • (Slot C) Ill Omen
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A whispered curse carried on a bound spirit's breath, lowering the target's next roll... refer to Ability Card.

†See Ability Cards for LVL 2.5 midpoint Abilities.

LVL 3 Witch Tier Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Poultice Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cursed dagger-blow that clears space as it lands, +1 Defense (Evade) for one turn and the Witch may shift 5ft... refer to Ability Card.
    ↳ Unlocks Frostbite Strike (LVL 4)
  • (Slot B) Held Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A stillness struck as parry, +1 Defense (Parry) against the next attack... refer to Ability Card.
  • (Slot C) Moonlit Strike
    ATTKRange: Touch or Touch | Style: Piercing | Hand: 1h | Discipline: Folkcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A moonlit feint, the Witch may blink 10ft to a shadowed, unoccupied space within sight... refer to Ability Card.
  • (Slot A) Poultice Bomb
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A thrown herbal poultice preserved the way frost-country stores are kept through the long dark, that festers into a slow-eating rot, minor poison damage over time... refer to Ability Card.
    ↳ Unlocks Frostbite Curse (LVL 4)
  • (Slot B) Held Stillness
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A stillness ritual grants +1 Defense by holding perfectly still the way a bound spirit teaches patience... refer to Ability Card.
  • (Slot C) Moonlit Step
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A brief Stealth or Agility bonus timed to a calendar-keeper's reading of the moon... refer to Ability Card.
Witch Paths †
† For Branches, refer to LVL 20 of each Path
i. BrewMaster (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
BrewMaster Branches
◆ Green (cauldron focus, favors healing and poison brews) (LVL 21-30)
A BrewMaster who works entirely from herb, root, and growing things.
Green Branch
Select to Expand Armaments
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.
◆ Haggard (cauldron focus, unlocks stronger curses) (LVL 21-30)
A BrewMaster whose rough, battle-worn brews hit harder than they taste.
Haggard Branch
Select to Expand Armaments
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.
◆ Shrew (cauldron focus, favors quick potion-tossing) (LVL 21-30)
A BrewMaster whose small, sharp-tongued potions pack an outsized punch.
Shrew Branch
Select to Expand Armaments
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)
Expand Ability Tree Paths
LVL 4 Witch - BrewMaster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Cauldron Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cauldron struck like a shield, +1 Defense (Parry) against the next attack, mid-encounter... refer to Ability Card.
  • (Slot B) Elder's Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A cauldron-blow struck as active parry the way old star-callers honored an elder's remedy, +1 Defense (Parry) and temporary Resistance to poison and disease... refer to Ability Card.
  • (Slot C) Noxious Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 2 Stamina
    Uses: Unlimited
    A rancid cauldron-blow cured the way frost-country poison-lore teaches it, +1 Defense (Evade), and the target inhales a curdling vapor, weakening their next Toughness roll... refer to Ability Card.
  • (Slot A) Bubbling Cauldron
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    Brews a minor Life-restoring potion the way deep-cold stores are kept through the long dark, mid-encounter... refer to Ability Card.
  • (Slot B) Elder's Kettle
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    Brews a minor potion the way old star-callers honored an elder's remedy, granting temporary Resistance to poison and disease... refer to Ability Card.
  • (Slot C) Noxious Vapor
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A rancid brew cured the way frost-country poison-lore teaches it, that curdles the lungs, minor poison damage over time to one target... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Witch - BrewMaster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Root and Vine Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cauldron-blow brewed from ingredients foraged the way frost-country witches have always foraged them, roots drawn up to brace the Witch's footing, +1 Defense (Evade) over several turns... refer to Ability Card.
  • (Slot B) Marsh Rot Guard
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A defensive poultice struck as active parry the way deep-cold bog-lore preserves what it must, +1 PROTS (Parry) against the next poison-based attack for the encounter... refer to Ability Card.
  • (Slot C) Bitter Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A bitter ritual poison struck the way old star-callers prepared their sacred rites, +1 Defense (Evade), and weakens the target's next ATTK roll if they close distance to retaliate... refer to Ability Card.
  • (Slot A) Root and Vine Draft
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    Brews a minor potion from ingredients foraged the way frost-country witches have always foraged them, restoring Life over several turns... refer to Ability Card.
  • (Slot B) Marsh Rot
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    Brews a defensive poultice the way deep-cold bog-lore preserves what it must, granting +1 PROTS against poison-based attacks for the encounter... refer to Ability Card.
  • (Slot C) Bitter Draft
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT or DoT | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A bitter ritual poison brewed the way old star-callers prepared their sacred rites, that eats from the inside out, briefly weakens the target's next ATTK roll, and restores a small amount of Life to the Witch if it lands... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Witch - BrewMaster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) First Drop
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    The first drop of a slow poison slipped in before the wound's even noticed... refer to Ability Card.
  • (Slot B) First Drop Strike
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A cauldron-blow struck as the first drop slips in unnoticed... refer to Ability Card.
  • (Slot C) First Drop Guard
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held while the first drop of a slow poison slips in unnoticed... refer to Ability Card.
  • (Slot A) First Drop Draft
    ATTKRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    The first drop of a slow poison brewed in before the wound's even noticed... refer to Ability Card.
  • (Slot B) First Drop Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed as the first drop slips in unnoticed... refer to Ability Card.
  • (Slot C) First Drop Renewal
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn while the first drop of a slow poison slips in unnoticed, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Witch - BrewMaster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Deeper Steep
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A poison steeped deeper with every strike, waiting for the brew to finish... refer to Ability Card.
  • (Slot B) Steeping Strike
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A cauldron-blow struck as a poison steeps deeper with every hit... refer to Ability Card.
  • (Slot C) Steeping Guard
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while a poison steeps deeper, waiting for the brew to finish... refer to Ability Card.
  • (Slot A) Deeper Steep Draft
    ATTKRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A poison steeped deeper with every cast, waiting for the brew to finish... refer to Ability Card.
  • (Slot B) Steeping Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A bolt loosed as a poison steeps deeper with every hit... refer to Ability Card.
  • (Slot C) Steeping Renewal
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn while a poison steeps deeper, waiting for the brew to finish, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Witch - BrewMaster Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Steeping Brew
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    BrewMasters steep a slow poison into every wound, waiting for the brew to finish what the wound started... refer to Ability Card.
  • (Slot B) Steeping Brew Strike
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    BrewMasters strike a wound already steeped in slow poison... refer to Ability Card.
  • (Slot C) Steeping Brew Guard
    ATTKRange: Touch | Style: none | Hand: 1h Cauldron | Discipline: Brewcraft
    Cost: 4 Stamina
    Uses: 3/Round
    BrewMasters guard while steeping a slow poison into every wound... refer to Ability Card.
  • (Slot A) Steeping Brew Draft
    ATTKRange: Touch | Cast: Ritual | Mechanic: DoT | Style: Single Target | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    BrewMasters steep a slow poison into every wound at range, waiting for the brew to finish what the wound started... refer to Ability Card.
  • (Slot B) Steeping Brew Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    BrewMasters loose a bolt at a wound already steeped in slow poison... refer to Ability Card.
  • (Slot C) Steeping Brew Renewal
    ATTKRange: Touch | Cast: Ritual | Mechanic: HoT | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    BrewMasters mend while steeping a slow poison into every wound, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Witch - BrewMaster 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.
◆ Green (cauldron focus, favors healing and poison brews) (LVL 21-30)
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
LVLMartial AbilitiesSpell Abilities
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.
◆ Haggard (cauldron focus, unlocks stronger curses) (LVL 21-30)
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
LVLMartial AbilitiesSpell Abilities
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.
◆ Shrew (cauldron focus, favors quick potion-tossing) (LVL 21-30)
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
LVLMartial AbilitiesSpell Abilities
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.
ii. Lunar (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Lunar Branches
◆ Moonfire (Walking Stick, unlocks bonus fire and lunar damage) (LVL 21-30)
A Lunar Witch who channels the moon's pale light into searing, silver fire.
Moonfire Branch
Select to Expand Armaments
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.
◆ Starborn (Walking Stick for Martial, Wand for Spell, favors ranged celestial magic) (LVL 21-30)
A Lunar Witch whose power was never fully of this world to begin with.
Starborn Branch
Select to Expand Armaments
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.
◆ Zodiac (Walking Stick, favors celestial timing) (LVL 21-30)
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)
Expand Ability Tree Paths
LVL 4 Witch - Lunar Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Moonstrike
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 2 Stamina
    Uses: Unlimited
    A walking-stick blow called down the way the deep-cold nights teach it, +1 Defense (Evade) tied to the current moon phase, growing stronger at night, and the Witch may shift 5ft... refer to Ability Card.
  • (Slot B) Starlit Guard
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 2 Stamina
    Uses: Unlimited
    A minor Defense bonus struck as active parry the way old star-callers charted the night, +1 Defense (Parry), grows stronger at night... refer to Ability Card.
  • (Slot C) Lantern Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 2 Stamina
    Uses: Unlimited
    A ritual walking-stick blow lit like a lantern, the Witch may blink 10ft toward the light to an unoccupied space within sight... refer to Ability Card.
  • (Slot A) Moonbeam
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A light called down the way the deep-cold nights teach it, minor holy/nature damage tied to the current moon phase... refer to Ability Card.
  • (Slot B) Starlit Ward
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A minor Defense bonus read the way old star-callers charted the night, grows stronger at night... refer to Ability Card.
  • (Slot C) Lantern Rite
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 2 Mana
    Uses: Unlimited
    A ritual lantern lit the way frost-country hearths mark the turning year, grants advantage on the next Knowledge check involving local festivals or omens... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Witch - Lunar Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sunstone Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    A sun-priest's stone struck through the walking stick, +1 Defense (Evade), stronger during a solar event... refer to Ability Card.
  • (Slot B) Calendar Stone Guard
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    A Defense bonus struck as active parry, tied to days marked on a frost-country carved-wood calendar, +1 Defense (Parry), strongest at the turn of a cycle... refer to Ability Card.
  • (Slot C) Bonded Thread Strike
    ATTKRange: Touch or Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    A warding struck the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally, and the Witch may shift 5ft as part of the same action... refer to Ability Card.
  • (Slot A) Sunstone Flare
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    Minor holy/nature damage carried on a sun-priest's stone, that grows stronger during a solar event... refer to Ability Card.
  • (Slot B) Calendar Stone Ward
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A Defense bonus tied to days marked on a frost-country carved-wood calendar, strongest at the turn of a cycle... refer to Ability Card.
  • (Slot C) Bonded Thread Ward
    ATTKRange: Range or Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A warding sewn the way deep-cold kinship binds one life to another with sinew and thread, briefly shares the Witch's next status effect (buff or debuff) with one bonded ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Witch - Lunar Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Sky Reading
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    The sky read before the first cut ever lands... refer to Ability Card.
  • (Slot B) Sky-Read Strike
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    A walking-stick blow struck the instant the sky is read... refer to Ability Card.
  • (Slot C) Sky-Read Guard
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held while the sky is read before the first cut ever lands... refer to Ability Card.
  • (Slot A) Sky Reading Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    The sky read into a ward before the first cut ever lands, self or an ally... refer to Ability Card.
  • (Slot B) Sky-Read Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed the instant the sky is read... refer to Ability Card.
  • (Slot C) Sky-Read Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn while the sky is read before the first cut ever lands, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Witch - Lunar Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Waning Brand
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    A target branded beneath a waning moon, waiting for the right phase to strike... refer to Ability Card.
  • (Slot B) Waning Strike
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    A walking-stick blow struck once the right phase arrives... refer to Ability Card.
  • (Slot C) Waning Guard
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while waiting for the right phase to strike... refer to Ability Card.
  • (Slot A) Waning Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A target branded beneath a waning moon, warded away before the right phase to strike arrives... refer to Ability Card.
  • (Slot B) Waning Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A bolt loosed once the right phase arrives... refer to Ability Card.
  • (Slot C) Waning Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn while waiting for the right phase to strike, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Witch - Lunar Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Waning Mark
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    Lunar Witches brand a target with a waning-moon mark, waiting for the eclipse to collect it... refer to Ability Card.
  • (Slot B) Waning Mark Strike
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    Lunar Witches strike whoever's already branded, waiting for the eclipse to collect it... refer to Ability Card.
  • (Slot C) Waning Mark Guard
    ATTKRange: Touch | Style: none | Hand: 2h Walking Stick | Discipline: Moonstride
    Cost: 4 Stamina
    Uses: 3/Round
    Lunar Witches guard while branding a target with a waning-moon mark... refer to Ability Card.
  • (Slot A) Waning Mark Ward
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    Lunar Witches brand a target at range, waiting for the eclipse to collect it... refer to Ability Card.
  • (Slot B) Waning Mark Bolt
    ATTKRange: Range or Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    Lunar Witches loose a bolt at whoever's already branded, waiting for the eclipse... refer to Ability Card.
  • (Slot C) Waning Mark Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Nature
    Cost: 4 Mana
    Uses: 3/Round
    Lunar Witches mend while branding a target with a waning-moon mark, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 8.5 midpoint Abilities.

LVL 9-20 Witch - Lunar 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.
◆ Moonfire (Walking Stick, unlocks bonus fire and lunar damage) (LVL 21-30)
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
LVLMartial AbilitiesSpell Abilities
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.
◆ Starborn (Walking Stick for Martial, Wand for Spell, favors ranged celestial magic) (LVL 21-30)
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
LVLMartial AbilitiesSpell 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.
◆ Zodiac (Walking Stick, favors celestial timing) (LVL 21-30)
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
LVLMartial AbilitiesSpell 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.
iii. Norwitch (Penalties and Bonuses TBA)
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
Select to Expand Armaments
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.
Norwitch Branches
◆ Frosthugr (dagger or ritual blade, walks outside the body) (LVL 21-30)
A Norwitch who sends her soul out from the body and lets the cold carry it.
Frosthugr Branch
Select to Expand Armaments
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.
◆ Noaidi (dagger or ritual blade, unlocks cold-resistant garb) (LVL 21-30)
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.
◆ Vitka (dagger or ritual blade, light armor) (LVL 21-30)
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
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Frostbite Strike
    ATTKRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 2 Stamina
    Uses: Unlimited
    Following through Poultice Strike, it adds a round of duration, then hones the cursed dagger-blow colder, +2 Defense (Evade) for one turn and the Witch may shift 10ft, now also leaving her footing sure on ice, immune to cold-terrain penalties.
    ↰ Requires Poultice Strike (LVL 3)
  • (Slot B) Winter's Guard
    ATTKRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 2 Stamina
    Uses: Unlimited
    A warding stance struck as parry against the next cold-based attack, +1 Defense (Parry) and cold-damage Resistance for the Witch... refer to Ability Card.
  • (Slot C) Ill-Eye Strike
    ATTKRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 2 Stamina
    Uses: Unlimited
    A fixed curse struck in passing, the Witch may reposition 5ft as part of the same action without provoking... refer to Ability Card.
  • (Slot A) Frostbite Curse
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    Following through Poultice Bomb, it adds a round of duration, then turns the festering poultice to frost, greater poison damage over time, and the curse now also blackens skin at the edges with a brief movement-speed penalty.
    ↰ Requires Poultice Bomb (LVL 3)
  • (Slot B) Winter's Ward
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A warding taught by a bound spirit of the deep cold, temporary cold-damage Resistance for self or ally... refer to Ability Card.
  • (Slot C) Ill-Eye Curse
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: DoT or Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 2 Mana
    Uses: Unlimited
    A fixed curse read the way old star-callers marked an ill fate, lowers the target's next Hit roll... refer to Ability Card.

†See Ability Cards for LVL 4.5 midpoint Abilities.

LVL 5 Witch - Norwitch Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Bramble Strike
    ATTKRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    Nature Damage snagging the target in thorny growth taught by a bound spirit of harsh, open ground, tearing at skin with every struggle, halving their next movement... refer to Ability Card.
  • (Slot B) Oakheart Guard
    ATTKRange: Touch or Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    A warding stance struck as parry against the next poison or nature-based attack, +1 Defense (Parry) and Resistance to that effect for the Witch... refer to Ability Card.
  • (Slot C) Elder-Kin's Strike
    ATTKRange: Touch†| Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    A blessing struck in on the blade's edge the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally, and the Witch may shift 5ft afterward... refer to Ability Card.
    † Hybrids, in this case Cleanses, require a reagent as stated on the Ability Card, and/or contact via the caster's hand or a hex-charm with the target.
  • (Slot A) Bramble Curse
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    A curse read into thorny growth taught by a bound spirit of harsh, open ground, marking the target so the next ally to strike them halves their movement instead... refer to Ability Card.
  • (Slot B) Oakheart Ward
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    A warding drawn from a frost-country tree held sacred, temporary Resistance to poison or nature-based effects for self or ally... refer to Ability Card.
  • (Slot C) Elder-Kin's Blessing
    ATTKRange: Touch | Cast: Verbal or Ritual | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    A blessing called on the way old star-callers honored their ancestors, removes one curse or hex effect currently affecting self or ally... refer to Ability Card.

†See Ability Cards for LVL 5.5 midpoint Abilities.

LVL 6 Witch - Norwitch Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) First Thread
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    The first thread of rot laid into a wound before the fight's even over... refer to Ability Card.
  • (Slot B) Thread Strike
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    A strike thrown as a first thread of rot is laid into a wound... refer to Ability Card.
  • (Slot C) Thread Guard
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 3 Stamina
    Uses: 3/Round
    A guard held while a thread of rot is laid before the fight's even over... refer to Ability Card.
  • (Slot A) First Thread Curse
    ATTKRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    The first thread of rot cast into a wound before the fight's even over... refer to Ability Card.
  • (Slot B) Thread Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    A bolt loosed as a first thread of rot is laid into a wound... refer to Ability Card.
  • (Slot C) Thread Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 3 Mana
    Uses: 3/Round
    A renewal drawn while a thread of rot is laid before the fight's even over, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 6.5 midpoint Abilities.

LVL 7 Witch - Norwitch Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Rooted Curse
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    A curse let take root mid-fight, wasting a wound long after the blade withdraws... refer to Ability Card.
  • (Slot B) Rooted Cut
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    A cut thrown as a curse takes root mid-fight... refer to Ability Card.
  • (Slot C) Rooted Guard
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    A guard held while a curse wastes a wound long after the blade withdraws... refer to Ability Card.
  • (Slot A) Rooted Hex
    ATTKRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    A curse cast to take root mid-fight, wasting a wound long after the blade withdraws... refer to Ability Card.
  • (Slot B) Rooted Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    A bolt loosed as a curse takes root mid-fight... refer to Ability Card.
  • (Slot C) Rooted Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    A renewal drawn while a curse wastes a wound long after the blade withdraws, self or an ally... refer to Ability Card.

†See Ability Cards for LVL 7.5 midpoint Abilities.

LVL 8 Witch - Norwitch Path Ability
Select to Expand Abilities
Martial AbilitiesSpell Abilities
  • (Slot A) Wasting Rot
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    Norwitches lay a wasting curse into the wound, letting the rot finish what the dagger started... refer to Ability Card.
  • (Slot B) Wasting Cut
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    Norwitches strike a wound already wasting with rot... refer to Ability Card.
  • (Slot C) Wasting Guard
    ATTKRange: Touch | Hand: 1h Dagger | Discipline: Frostrite
    Cost: 4 Stamina
    Uses: 3/Round
    Norwitches guard while laying a wasting curse into the wound... refer to Ability Card.
  • (Slot A) Wasting Hex
    ATTKRange: Touch | Cast: Verbal | Mechanic: DoT | Style: Single Target | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    Norwitches lay a wasting curse into the wound, letting the rot finish what the dagger started... refer to Ability Card.
  • (Slot B) Wasting Bolt
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    Norwitches loose a bolt at a wound already wasting with rot... refer to Ability Card.
  • (Slot C) Wasting Renewal
    ATTKRange: Touch | Cast: Verbal | Mechanic: Instant | Style: Single Target or Self | School: Curse/Hex
    Cost: 4 Mana
    Uses: 3/Round
    Norwitches mend while laying a wasting curse into the wound, self or an ally... refer to Ability Card.

†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.
◆ Frosthugr (dagger or ritual blade, walks outside the body) (LVL 21-30)
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
LVLMartial AbilitiesSpell 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.
◆ Noaidi (dagger or ritual blade, unlocks cold-resistant garb) (LVL 21-30)
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
LVLMartial AbilitiesSpell 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.
◆ Vitka (dagger or ritual blade, light armor) (LVL 21-30)
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
LVLMartial AbilitiesSpell 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.

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