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Arcane Skill: Witchcraft (Spirit)
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Starting Power Points: 10
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Starting Powers: 2
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Allowable Powers: beast friend, blast, blind, bolt, boost/lower trait, circle
of thorns†, confusion, corpse senses*, curse†, damage field,
darkness, darksight, disguise, divination, drain power
points, enhance undead*, entangle, farseeing†,
fear, feral form†, fly, grave speak*, growth/shrink, havoc,
intangibility, invisibility, mind reading, nightmares*,
object reading†, power negation†, probe†, puppet, shape
change, sloth, slumber, speed, squall†, steal wounds†, stun,
transmogrify†, wall walker, zombie
In Accursed, the true Witches are veritable forces of nature. Their powers are largely unknowable, as are their motivations. Some speculate that their souls are forever damned, while others firmly believe that a Witch is so far from a mortal being that they may never have had souls. In spite of this enormous gap in understanding, there are some humans who still attempt to dabble with powers that they cannot hope to comprehend. The risk is certainly huge—all faithful to the Church believe that Witchcraft corrupts the soul. However, for one who already bears a Witchmark, the threat of damnation is nothing new. White witches are those who have some small grasp of the magics involved in Witchcraft . They wield only a tiny fraction of the power that a true Witch holds. In spite of this, they can still wield tremendous power—sometimes enough to change the world.
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The Unholy: When a white witch gains two or more raises on a spellcasting attempt, the power touches his soul directly. The character must immediately make a Spirit test. With success, there are no further effects. However, if the character fails the test, he immediately moves one additional step towards Acceptance of his Witchmark. If the character has already fully Accepted his Witchmark, then on failure, it draws the direct attention of the Witch who cast the curse. The consequences of this attention are left to the Gamemaster’s discretion.
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One additional note concerns humans who take Arcane Background (Witchcraft). Human characters who trigger the Unholy obviously cannot accept their Witchmark, as they do not have one. Instead, when a mortal witch gains two or more raises while using Witchcraft , they must make a Spirit roll. On failure, any banes or Witchmarked within a one-mile radius immediately become aware of the activity and its general direction and distance. Their reactions are, of course, subject to Gamemaster discretion.