"True Witch O.C.C."

True Witch O.C.C.

The true Witch is a follower of the path of healing and "true" magick. They do not make deals with supernatural intelligences, much as their cousins from the first conversion book do. Most witches draw their power from around them, not like the channelling energies of most Rifts practitioners of magic. Instead, they cast spells as rituals, making them somewhat more powerful than the normally cast spells of other practitioners.

While not quite the traditional wizard or witch of lore, the true witch is something of a lorekeeper and a healer, much as they were long before civilation took a foothold in our world. Sort of like the Shamans of the various tribes of native americans. The witches have been on earth since long before the time of the Rifts, and their histories and practices have reached down, even to the current time. However, much of their history is kept through an oral tradition, passed from one on down to another. So when many were destroyed during the Inquisition, and many after, much of their history and knowledge was lost, but with the return of the Rifts, has also come a return of the true witch.

In general, the job of the witch is to teach, heal, and help those whom they come across, be it human or inhuman. Mostly, witches are pacifistic, or try and find a way other than combat to resolve their problems. They care little about their own lives, preferring to die for their cause if necessarry. But they are not above combat, nor killing, especially in the defense of others.

In some ways, they are similar to the Mystic class in that their powers are both psychic and magical. However, unlike the Mystic most of their abilities are not of an intuitive nature. The psionic abilities may be, but the magical is learned. Requiring them to carry a spellbook known to them as a "Book of Shadows" around so that the proper ritual can be cast for any given spell.




Psionic Abilities;

1.Sense Supernatural Presences; this is exactly the same ability as the Mystic's ability to Sense Supernatural Evil, only this power expands to all forms of supernatural beings. This ability also lets a psionic determine the type of being, be it good or evil, high or low powered. Unlike the Mystic's ability, this power does grant the witch exact data, but requires a roll vs. psionics against the power being scanned. Of course, such a thing can be relented to otherwise.
Range: 200 feet plus 15 feet per level of experience.
The witch can also sense possession of a normal being by a supernatural being at a Base Ability: 50% + 5% per level of experience.

2.Opening oneself to the Supernatural; this is basically the same power as the mystic So use the bonuses and percentages from the Mystic class in the rifts main book.

3. Other psionic powers automatic to the mystic are: Clairvoyance, Telepathy, Exorcism, See Aura, and Sixth Sense.

4. Select four additional abilities from the Sensitive category and three from the Healer of the category. At levels 3, 5, 7, 9, 11, 13, & 15 choose 1 new psionic power from any of the three categories of Physical, Healing, or Sensitive. (Because of the aspects of their powers, a character can never have more physical powers than Healing ones.) And at level 5, may choose 1 power from the Super Psionic category.

5. I.S.P.: Roll 5d6 plue the character's M.E. number to determine the base Inner Strength Points. The Witch is considered a major psionic, so he or she recieves another 1d4+2 ISP per each additional level of experience.

6. Saving throw versis psionic attack: As a major psionic, the character needs a 12 or higher to save vs. psionics and recieves a bonus of +1 to save at levels 3, 6, 9, and 12.


Magic Abilities;

1. Sense magic in use: This power is similar to the Ley Line Walker's ability to sense the expenditure of magic energy in the forms of spells, rifting, or techno-wizardry. The witch will be able to trace the use of magic to where it was cast, if used within five minutes of the sensing. However, the witch will not be able to find the caster unless the caster is still in the area.

Range: 100 feet per level of experience.
The power does require the witch to be sensing for the use of magic in the area of effect.And this power does not include the use of psionic abilities.

2.See Magic Energy: The witch can see magic energy/P.P.E. radiating from people, creatures, objects, and areas, as long as more than 20 PPE points are present. The sensing power is so acute that the character can see things made invisible by magic and invisible things that are magic, including many supernatural creatures.
Range: Line of sight, about 1000 feet without obstruction.

3.Magical Rejuvenation: though unable to tap the powers of ley lines as accurately as a ley line walker, the witch can settle down in any area in which mother nature has a great presence (forests, clean rivers, deserts, any natural environment) and meditate, regaining PPE and ISP at double the normal rate. Also, the witch can heal at triple the rate of normal humans while in a meditative state. Once per day, the witch can also regenerate 1d6 hit points and 2d8 SDC. No PPE is expended.

4. Ritual casting; due to the nature of the witch's magic, the witch must cast ALL spells through use of rituals. However, because of the ritualistic nature of their casting, psionic abilities can also be cast through them, doubling the range, effect, and duration of spells at the normal PPE or ISP cost of the caster, though the casting time is doubled. Reducing the amount of spells cast per melee round to 1. Spells can be cast as per normal, but only if the witch spends twice the amount of PPE. Psionic abilities are not affected in this way. Also, due to the nature of their powers, though witches can use Techno-wizard devices, it takes double the normal amount to recharge the devices used, be it PPE or ISP.

5. Initial spell knowledge. In addition to their other abilities, witches have a spellbook containing 3 spells (each) from normal spell or elemental(warlock) spell magic levels 1-5. Note that the elemental magic can be chosen from any of the four elements of spells.

6. Learning New Spells. Additional rituals must be gained or purchased at any time regardless of the witch's level.

7. Magic Bonuses: +6 to save vs. horror factor, +1 to save vs. non-ritual spell magic at levels 3, 6, 9, 11, and 14. +1 to save vs. ritually cast magic at levels 5, 10, and 15. +1 to ritual spell strength at levels 4, 8, 12, and 15.

8. P.P.E.:Unfortunately, the witch is not truly a PPE battery like other practitioners of magic. Instead they must draw most of their PPE for their spells from rituals and ley lines. Permanent P.P.E. Base: 1d4x10 plus the character's P.E. attribute number. Add 2d6 P.P.E. per additional level of experience.


Attribute Requirements: I.Q.10, M.E.10, and P.E. 12 or higher. Alignment Requirements: Any good-aligned being can become a witch. However, most witches(75%) are female. Note: A male witch IS NOT a warlock!!!
O.C.C. Skills:
O.C.C. Related Skills: Select five other skills. Plus select an additional one skill at levels 3, 6, 9, and 12. All new skills start at level one proficiency.

Secondary Skills: The character also get to select four secondary skills from those listed at level one, and can choose 1 additional skill at levels 4, 8, and 12. These are additional areas of knowledge that do not get the advantage of the bonus listed in parenthesis ( ). All secondary skills start at the base skill level.

Standard Equipment: A couple sets of clothings, set of travelling clothes, light M.D.C body armor (seldom wear heavy armor because it restricts speed, mobility, and casting prowess), knapsack, backpack, 1d4 small sacks, 8 wood stakes and mallet, canteen binoculars, tinted goggles or sunglasses, air filter or gas mask, a religious symbol usually one of the earth, a hooded clock, a "Book of Shadows", a ceremonial knife, and some personal items.
Weapons will include a survival knife, an automatic pistol or revolver, and a weapon of choice, most likely mirroring the character's weapon proficiency, and several extra clips of ammunition.
The vehicle of choice is often a living animal, horse, fury beetle, or some other creature. Very rarely will witches use mechanical vehicles because of the disruption they create to the earth mother and their desire to be closer to her in all ways.
Money: Witches do not place a great deal of importance on money and wealth, usually using it for equipment or to help others when they can. Few will ever acquire great wealth, prefering to use it to defend the earth mother and her children. The witch starts with 2d6x100 in credits and 1d4x1000 in black market items and gems.
Cybernetics: Starts with none and will avoid getting them like the plague, will only consider bio-systems in the most extreme of cases.

Experience:Use the same chart as the Ley Line Walker

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