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Professions & Roles

CHAPTER 3.4

Of Witches & Warlocks [CUSTOM]

 

Here are recorded the lesser known and irregular professional skills and specializations that an adventurer may consider before venturing into the lands of Mantica and the dark places of the world.

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Witch [CUSTOM]

Skill in Sorcery as a natural magic is the realm of the Witch. Enduring yet slow, she offers the opportunity to deal the dark arts upon an enemy only used to dealing them out.

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 HEALTH               

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 PROF STATS        

Here are outlined the statline modifiers this profession brings:

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    MOVE   
-1
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 COMBAT 
+0
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   SHOOT  
+0
(SHORT)
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   SHOOT  
+0
(LONG)
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 ARMOUR 
+0
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 PROF ABILITIES 

Spellcaster: Petty Magic, Druidism, Sorcery

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 PROF FEATS        

n/a

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 OTHER NOTES    

3x Spells

2x Power 1 Energy Crystals

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 ADVANCEMENT 

The table below defines the abilities & skills options that this profession can obtain at each level as they advance in experience.

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LEVEL

1

2

3

4

5

6

7

8

9

10

OPTION 1

Earth or Geomancy

Stealth

Air or Aeromancy

Water or Hydromancy

Fire or Pyromancy

New Spell *

Magister

New Spell *

Tough

Magus

OPTION 2

New Spell *

Dubious Character

New Spell *

Stalwart *

New Spell *

Stalwart *

New Spell *

Stalwart *

New Spell *

New Spell *

BACKGROUND
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Unique in the world of magic, Witches and Warlocks are the only spellcasters of Mantica who have yet been able to delve into the dark arts of Sorcery and still choose to yield it as a force of good or balance - but it is not an easy choice. That is not to say that all Witches are good, for they are not, but instead it affirms that not all Witches are evil.

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They often begin as druidic novices, learning the lore of life and the harnesable energies within the natural world - a knowledge that is never discarded. But it is during the study of druidism and in solitary coalescence with the forces of the earth that they become intuned to the other, opposing energies of the natural balance - such as fear & torment, of spirits and the Great Taker itself, the essence of Death. These forces are shunned by true druidism and it is only in that study that a novice begins upon the Witches path.

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A Witch is a powerful companion in any party as they alone can direct the darker powers upon the enemy themselves. They pay a physical price for such power however and are often slow and restricted - yet also have a discordant natural resistance to pain, though their companions dare not ask how.

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GAMEPLAY INSTRUCTIONS
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Sort and shuffle the Druidism Spell cards into one deck and the Sorcery Spell cards into another deck. Draw the top three cards from each deck, face up. You must choose 1 spell from each of the two sets of cards drawn (1 from Druidism, 1 from Sorcery), these become the first two spells for your Character.

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When you have made your decision, return the unpicked cards to their decks. You can then freely choose your third spell from any of the remaining cards in either the Druidism, Sorcery or the Petty-Magic decks.

 

This two-step process means that you will always be able to pick at least one spell you particularly want, but that during your arcane education you may have learned some that you would not necessarily have chosen for yourself. However, the combined paths of magic and sorcery are fickle & uncontrolled and they will have their uses. You will need to try them in battle to discover their true value.

 

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**NOTE** When learning a new spell, separate out the spell cards for the schools of magic your Character can learn (Druidism & Sorcery), shuffle them, and deal six at random,  face up.
Choose one from this group of six.

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