bunch of witchcraft
It's just a little... Witchcraft
The full game document is found on this page, and can also be downloaded as a PDF HERE!
Introduction and Character Creation
This game is a collaborative storytelling game inspired by the themes and events in the Halloween cult classic Hocus Pocus. The GM will weave their players through their witching dreams as they quest around in Salem, Massachusetts (or perhaps another city…)
The role of the Game Master
The Game Master (or GM), similar to other tabletop roleplaying games, has the pleasure to create the world in the minds of their players. They will describe and set the scene, play as the non-player characters (NPCs) and induce skill checks to allow the luck of the dice a chance to meddle with the desires of the players
The role of the Players
The players enter this world as the personas of their character, interacting with the environment created by the GM, fellow players and everything around them. Becoming whatever witch they wish to be, they will immerse their mind into the world described to them
Each player is playing as a witch in an alternate universe. They will make multiple choices for their witch for themselves and in relation to the group as a whole. These bits of information will be entered into their character sheet, specifics not being necessary knowledge for the players (only the GM).
Each witch has an individual power that they can do on their own with simply the focus of their mind. Each player may roll a d10 on the following table or choose from the list of 10 the power which they wish to have.
Each witch has a favoured attribute, being one thing that they excel in. This is often in comparison to one’s sisters although not always. Choose from the following table or roll 1d10 to determine which aspect of your witch is most prominent.
Control (Over Oneself)
Each witch has at least one flaw. They must pick one main flaw which impedes their casting. Choose from the following table or roll 1d10 to determine which aspect of your witch is most flawed.
Control (over oneself)
Within each group of players there will be at least one coven of witches, whether they are all together in one, split off into a couple or few is up to the GM and players.
When you gather in your coven to perform magic, you have some extra powers. You may pick 4 powers if you are all 4 in one coven, or 2 if you are split off.
These are not the only things you can do, if there is a way you would like to use magic to do anything you can think of, it is up to the GMs discretion on what may occur.
Choose or roll for the appropriate number of powers as a coven together from the following
And there ya got a character made! Time to move on to how to use your character sheet….
How to Play the Game
This game uses d100s, or percentile dice, as the main mode of dice rolling. These rolls will give you a number out of 100 which helps determine the level of success one has in their attempts.
To roll these dice, you will roll two ten-sided die, one with numbers 0-9 and the other with numbers 0-90. These are pictured to the right. When rolled together they give you the tens and ones digit of your percentage. If 0s are rolled on both die, that counts as a 100 rather than a 0.
When to Roll
Now why do you need to know about these dice? Well, your GM will ask you to roll these dice when you attempt to do anything from convincing a human, casting a spell, or climbing up that tree.
Successes and Influences
The dice aren’t the only influence on your success or failure. The difficulty of what you are trying to achieve, how you are favoured in relation to the attempt being made and other factors play a part in how you do in your attempts.
One main influence is your favoured and flawed attributes. If your character’s skill they are attempting to you are their favoured, they can add 10 to the roll. If it is flawed, they must minus 10. This isn’t just for specific instances, both GM or player can debate for the modifiers based on how they are using their favoured or flawed attributes.
To cast spells in this game you must be focused on the spell you are casting, therefore not performing any other tasks. This applies whether the entire coven is casting together, or you are using your individual power.
All spells may take a dice roll to help determine success.
For Coven spells, they may take a longer period of time depending on the spell, most likely each taking a minute. This would also take some energy and therefore many could not be cast back-to-back, once again dependent. Often there is a main caster chosen per spell
In the following pages all the powers listed in tables above are described in more detail but are done mostly through roleplay and are flexible to the GM’s discretion on what they wish your limits to be.
Aerokinesis is the ability to manipulate, create and control air/wind.
This can be used for a variety of favours including making attacks like to push someone using said wind. The limits of this power are up to your GM and your imagination.
Atmokinesis is the ability to control/manipulate the weather.
This power is limited by the fact it is not exactly pertaining to attacking one, more so manipulating the environment around people. So, you would not be able to make lightning strike a certain spot, but you could make a lightning storm happen.
Catroptomancy is the ability so see people or places through mirrors, similar to a visionary portal.
The limits and range of this power is, like others, up to the discretion of the GM and the creativity of the player(s).
Electrokinesis is the ability to generate and manipulate electricity.
This can be used to electrocute/knock someone out, to display prowess, or however the player may decide to manipulate this ability to their advantage, and once again, up to the GM’s discretion.
The powers of healing allow you to help heal friends, foe and/or acquaintance.
This can be used to raise one from consciousness, help damage friends, cure ailments. As always, creativity is the limit.
You can read the general and current thoughts and feelings of a being that would not have great resistance.
This can get you many insights into NPCs and utilize this to get into someone’s head. This ability would pair well with good charisma and/or persuasion.
Necromancy allows you to raise one of the dead as your servant, and does not necessarily need to be human (although cannot be a larger mythical beast).
By finding an intact corpse, you may animate one figure at a time who will obey your command for one hour.
The power of potion brewing allows a witch to be proficient in brewing different potions under a reasonable amount of difficulty.
You can brew potions to increase strength temporarily, make friends with another creature, or what you can come up with that does NOT create the same powers as others on the list or is overpowered in the eyes of the GM. More powerful potions can be brewed as a coven.
Telekinesis allows one to move objects with their mind.
This is not completely limited by the weight of the object, although the ease of movement and height in which it can be raised/moved would be different based upon the object you are trying to manipulate. This must be an object and not a humanoid or creature.
Tracking allows you to magically track/locate an object or person.
When tracking an object, it can be much more specific in trail although tracking a person may only be more general, or a harder string of clues to follow.
Absorption allows the witches to trap a being inside of an artifact.
This could also be an object that is trapped and does require a successful contested roll if the person is resisting.
Age shifting allows the witches to shift the aging process/the age of a being other than themselves.
This unfortunately does not work to change anyone into a child to then gain lifeforce from, although it can still turn a person into a childlike form.
Audible Inundation is a power that allows the casters to overwhelm one’s mind with voices.
This can be used in whichever way can be come up by the caster. This does not allow one single voice to go through and send a message, although if you are creative enough with how the overwhelming number of voices are, things like messages could be sent.
Calling allows the witch leading the spell to call/summon an inanimate object into their hand.
This is limited to what can be carried in hand, and rare magical items would need a very high roll to locate and receive. Otherwise, there are not many limits to this spell.
Chronokinesis is the ability to manipulate time in either direction.
This is limited to a 10-minute period of time that can be moved forward or backwards, or 10 mins of time can be slowed, quickened. If there are other ideas from a character on how they would like to manipulate time, that is up to the GM’s discretion.
Clairsentience is the ability to use more than just the 5 senses to perceive around oneself.
In this case this is the lead caster or with a dice roll multiple figures from the coven. This can be interpreted by feeling emotional or psionic energy.
Cloaking is the ability to make one or more invisible and unable to be detected.
This could be a member of the coven, or this could be another being. If you would like to make more than one person imperceivable, a dice roll would be made to determine the success of that attempt.
Glamour is the ability to change the appearance of one person through an illusion that surrounds the main caster.
This can be cast on multiple members, although with a dice roll to determine success, and possibilities for mix-ups.
By channeling the power of Satan, the witches can rain hellfire down and summon a storm of fire that may be sent upon their enemies.
A d100 roll will tell the degree of effect of this spell.
Hypnosis is the ability to put another into a trance of sorts.
This does not allow them to obey orders or control their mind per say although they are submissive towards you.
Invocation is a ceremony to draw the spirits of the dead or divine into the circle.
These beings can be communicated with although they cannot travel outside of the ceremonial circle.
This is the ability to draw another’s life-force or life energy into oneself.
This can only work with children, to transfer life force and extend the life of the witches themselves. This also weakens the victim.
Mediumship is the ability to view and communicate with ghosts.
This must be cast and for a duration of 1 hour the casters have the ability to see through the veil into the lost spirits roaming.
Mind control is the ability to command and control the mind of another for a period of time.
When controlling a person, one must make a roll for every 10 minutes they are controlling them. If it is above 50 then they are continued to be controlled although are released if it is below.
Mind stunning is the act of making a person unconscious through manipulating their brain into a stunned condition.
This can only be done on one person and lasts a duration of approximately 10 minutes.
When this is used one’s personal power surges to a maximum.
This can be done on one figure or on multiple with a successful dice roll.
Possession is the ability to control another being by your soul entering their body.
The main caster of this spell can let their soul be released momentarily from their body and enter another. The body of the caster falls limp and appears unconscious where they were existing. The period of time that they can be possessing one person is 4 hours if that person is willing. If they are not, the duration of time can span from 1 minute to 10 hours based upon a dice roll.
Rage projection enrages others by amplifying their anger.
This spell can be used on one person, or multiple based on the success of a d100 roll (if that chance is wanted to be taken).
You can teleport by a whirlwind of sand surrounding yourself and leaving behind a sandy remanence.
This can teleport all witches in the coven, or some individually. Up to 4500km can be travelled in total per year (this can be split into many small trips).
Scrying is the ability to see and locate an object or person by utilizing a crystal ball.
There is no limit to the distance or person they are looking for, as long as they have seen or have the name of thou whom they are looking for. The level of detail they get is determined by their dice roll.
Shapeshifting is the ability to change one’s form.
This works on the main caster and level of success/accuracy on complex requests is determined by a dice roll. The limits of this are based on the imagination of the players.
This is the ability to hear and project thoughts into people’s brains.
Only one person at a time can be connected through telepathy to the coven.
Thermovariance is the ability to increase blood temperature.
They can increase the blood temperature of one being up to a boiling point. They can also do so in specific areas of the body depending on the dice roll.
Transmogrification is the ability to shift the caster’s form into an inanimate object.
This object can be no larger than 1000lbs and no smaller than 0.1lb. The other coven sisters can bring the main caster back to their original form or wait the duration of 10 minutes for them to regain their body.
Transmutation is the ability to shift one form of matter into another.
This can be on an organic or non-organic object, including people. This, for example, could be turning a person into a cat with the right amount of success from the dice.
Magic Flying Brooms
The power from flying brooms originates from the brooms themselves. Each witch has their own flying broom, named to their desire.
The brooms allow witches to fly within the earth’s atmosphere at a max of 20km/hr.
Mirrors, although not magical items themselves, are a conduit to magical abilities such as Catoptromancy.
Some mirrors, though, can be magical in their own ways and are known to be a special item to the world of witchcraft.
Circles of Salt
Circles of Salt are the bane of a witch’s existence as a full circle of salt can deflect the magic of a witch.
Salt itself does not do any damage towards a witch, although in a full circle those within cannot be affected by magic and projectile attacks get deflected back at half power. Any type of salt is functional for this purpose.
Crystal balls are magical items that allow scrying or other spells to occur. Within each coven they have a shared crystal ball.
The details of its capabilities are defined in spells that utilize crystal balls. As mentioned, spells like scrying or predicting futures, etc. are reliant on crystal balls.