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Aegic Witchcraft

Rules system: Sancturi homebrew (skill-based system of the Sancturi campaign, 2019). Legacy design material, not canon for play.

Lore page: Witchcraft.

Contested

The number of talismans and charms an Aegic Witch may wear differs between documents; see the open question Multi-spiritualism limits.

The recipes of the three skills of the Aegic Witch feat: Charms & Talismans, Salts, Circles & Barriers, and Drams & Oils. Each skill has a table of recipes by skill level (or order), tiered Apprentice, Adept and Master, with the energy reagent and the counts of six reagent types each needs, followed by detailed entries for the first few orders and design notes. The feat itself is described on Alchemy and Witchcraft; the energy codes are explained on Alchemical Reagents.

How to read the recipe tables: Energy is the energy reagent rank and number (Pa Power, Va Vertex, Sa Singularity; 2Va is two Vertex). B, Do, Df, Ma, O and So are the counts of six reagent types.

Gap

None of the documents expands the six reagent column codes B, Do, Df, Ma, O and So, and the detailed entries use other codes again (B, Do, O, So, V, Fr, Ma; Ph, Mt, Or in the drams).

Charms & Talismans

Attributes: Ingenuity and Willpower (ING|WIL).

"The Aegic Witch is able to fashion talismans and charms that can protect, absorb and sometimes nullify effects." A charm or talisman can harm its wearer as a cursed item, but only if altered by Black Magic (see Aphotic Witchcraft). Recipes are passed from witch to witch: to learn one, the witch needs a book or tutor that has it and a high enough skill level. Adjustments to stats, attributes, avoidance and armor do not stack across charms or talismans unless stated.

  • Talismans are "much weaker constructs with limited spiritual energies that deplete rapidly when put to use". Activating one takes a full turn and an uttered Abyssal Incantation while holding it, unless noted. They are hard to detect except by exceptional spiritual sight. A creature may have only one active talisman, separately from charms; an Aegic Witch may don up to [Charms & Talismans] level / 4 talismans through Multi-spiritualism.
  • Charms are "powerful constructs with considerable spiritual energies", persistent and easily detected by those who sense such energies. A creature may have only one active charm, always the first donned; it is activated with an Abyssal Incantation when first put on and loses all potency when removed. An Aegic Witch may wear an additional charm at skill level 10, another at 20, 30 and so on.

Recipes by skill level

Tier Name Skill Energy B Do Df Ma O So Effect
Apprentice Brimstone Talisman 1 Pa 1 Ignites Abyssal Fires (up to 20)
Hollowed Protection Charm 1 Va 1 1 1 +2 Avoid vs Mithis based attacks; protects from hollowing in level 1 and 2 hollows.
Spirit Protection Charm 2 Va 1 2 +2 Avoid vs Incorporeal attacks.
Talisman of Shielding 2 Pa 1 1 2 Armor vs one A, S or M damage type
Luck Charm 3 Va 3 +2 Luck Attribute.
Stoneskin Talisman 3 Pa 2 1 Upon shattering, grants 3 Armor vs Physical.
Talisman of Fortitude 4 Pa 1 2 +10% extra Health
Talisman of Sight 4 Pa 1 1 60’ Darkvision while holding
Undeath Protection Charm 4 Va 1 1 1 +2 Avoid vs Undead attacks.
Demonic Protection Charm 5 Va 1 1 1 1 1 +2 Avoid vs Demonic attacks.
Talisman of Luck 5 Pa 2 +2 Luck Attribute
Water Talisman 6 Pa 1 2 1 Creates Water (up to 5 gallons)
Mist Talisman 7 Pa 2 1 1 Upon shattering, creates Witch’s Mist in 20’ radius.
Resistance Charm 8 Va 2 2 2 Disadv to Dmg from one A, S or M dmg type
Adept Demonic Charm 9 Va 1 2 1 2 Detect as a Demon.
Fiery Retribution Talisman 9 Pa 3 1 1 Returns fire damage to those that strike the holder 1d6
Talisman of Prowess 10 Pa 1 3 +2 to one Physical Attribute
Undead Charm 10 Va 1 1 1 1 1 Detect as Undead.
Animal Friendship Charm 11 Va 1 1 Advantage on checks & interactions with Animals
Physical Resistance Charm 11 Va 1 3 2 Disadv to Dmg from one P dmg type
Slumber Talisman 12 4Pa 2 1 2 When activated, puts the wearer to sleep.
Talisman of Spiritualism 12 Pa 1 3 +2 to one Spiritual Attribute
Impr Hollowed Protection Charm 12 3Pa 1 2 2 2 +3 Avoid vs Mithis based attacks; protects from hollowing in level 3 hollows.
Waterwalking Talisman 12 Pa 1 4 2 1 Walk on water while holding
Distortion Charm 13 2Va 1 2 1 2 Distorts and alters your appearance
Insect Domination Charm 13 2Va 2 3 Dominates all insects in the vicinity of the witch
Rock Talisman 14 Pa 3 2 Upon shattering, transforms the Witch into a Large Rock.
Talisman of Intelligence 14 Pa 3 1 +2 to one Mental Attribute
Talisman of Strong Shielding 14 2Pa 1 3 3 3 Armor vs one A, S or M damage type
Freewill Charm 15 4Va 4 2 Advantage on saves vs Charm & Possession
Protection Charm 15 4Va 2 2 2 2 2 2 +2 Avoidance vs all attacks.
Talisman of Great Fortitude 15 2Pa 2 4 +20% extra health
Shattering Talisman 16 3Va 1 2 4 When broken, will destroy the nearest charm not yours
Wisp Talisman 16 Va 4 2 2 1 Upon shattering, transforms the Witch into a Smokey Wisp
Master Greater Luck Charm 17 5Va 10 +4 Luck Attribute.
Greater Resistance Charm 17 4Va 6 6 6 2 Armor, and Disadv to Dmg from one A, S or M dmg type
Negation Charm 18 2Va 1 2 2 8 2 Grants Abyssal Negation Counterspell
Talisman of Suggestion 18 2Pa 4 4 Make a Suggestion while holding the talisman.
Talisman of Abatement 19 Va 2 2 2 2 2 2 Suppresses any existing debuffs, including curses
Talisman of Vision 19 2Pa 2 3 3 120’ Darkvision while holding, +5 Perception vs Invisible.
Domination Talisman 20 8Va 8 4 When activated, the witch dominates the wearer
Greater Physical Resist Charm 21 7Va 4 8 6 2 Armor, and Disadv to Dmg from one P dmg type
Talisman of Nullification 22 2Va 4 7 2 Absorbs a single magical effect targeted at you.
Abyssal Exchange Talisman 23 8Va 2 3 3 4 When activated the witch exchanges places with the wearer
Greater Demonic Charm 23 8Va 4 6 4 6 Detect as a Greater Demon.
Greater Shattering Talisman 24 Sa 4 8 16 When broken, will destroy the most powerful charm in range

Recipe details

Detailed entries are given for the first three orders. Charms last "permanent until removed", talismans 1 day; each affects one creature.

Order Recipe Crafting time Reagents Effect
1st Brimstone Talisman 30 min PaB spark abyssal fires by squeezing the talisman against flammable objects; 1 day once activated, or 20 fires
1st Hollowed Protection Charm 2 hours VaDoOSo +2 Avoidance vs Mithis-based attacks
1st Spirit Protection Charm 2 hours VaOSo₂ +2 Avoidance vs Incorporeal attacks
1st Talisman of Shielding 30 min PaDoMa 2 Armor vs one damage type in the Aural, Somatic or Mystical groups ("ex: Fire or Psychic")
2nd Luck Charm 3 hours VaSo₃ +2 Luck
2nd Talisman of Fortitude 30 min PaFrMa₂ +10% health
2nd Talisman of Sight 30 min PaVMa Darkvision 60' while holding
2nd Undead Protection Charm 3 hours VaDoMaSo +2 Avoidance vs Undead attacks
3rd Demonic Protection Charm 3 hours VaBDoMaOSo +2 Avoidance vs attacks by Demons and Devils
3rd Talisman of Luck 30 min PaSo₂ +2 Luck

Earlier accounts

An older list arranges charms and talismans by order and counts reagents as Spiritual, Somatic and Elemental components:

Order Recipe Effect Components
3rd charm Demonic Protection Charm +2 Avoidance vs Demons and Devils 3 Spiritual, 3 Somatic, 4 Elemental
4th charm Resistance Charm resistance (disadvantage to damage) to one Somatic, Aural or Mystical damage type
4th charm Hollowing Reduction Charm (name only)
5th charm Demonic Charm appear and detect as a Demon or Devil to Demons and Devils; no understanding of Abyssal and no invisibility, and others "will likely still see you as a rival unless you can persuade them otherwise", while powerful or insightful demons may see through it; immunity to blight and resistance to abyssal damage 5 Spiritual, 3 Somatic, 3 Elemental
6th charm Physical Resistance Charm resistance to one Physical damage type 3 Spiritual, 4 Somatic, 4 Elemental
3rd talisman Talisman of Luck +2 Luck, 1 day once worn 1 Spiritual
3rd talisman Water Talisman squeeze for up to 1/5 gallon of water a minute; 1 day once activated or 5 gallons 1 Elemental
4th talisman Talisman of Clotting immune to bleeding states, 1 Armor vs Slashing; after suppressing a bleeding state, lasts 10 more turns 1 Somatic
4th talisman Talisman of Fire Retardant immune to burning states, 1 Armor vs Fire; 10 turns after activation 1 Elemental
4th talisman Talisman of Warmth immune to chilled states, 1 Armor vs Cold; 10 turns after activation 1 Elemental
4th talisman Talisman of Focus immune to dazed states; 10 turns after activation 1 Somatic
5th talisman Talisman of Physical Prowess +2 Str, Dex or Agi, 1 day once worn 1 Somatic
6th talisman Talisman of Neutralize Poison immune to afflicted states, 1 Armor vs Blight; 10 turns after activation 1 Somatic
6th talisman Talisman of Absolution immune to accursed states, 1 Armor vs Necrotic; 10 turns after activation 1 Spiritual
7th talisman Talisman of Strong Shielding 3 Armor vs one A, S or M damage type, 1 day once worn 2 Elemental
8th talisman Talisman of Great Fortitude +20% health, 1 day once worn 2 Somatic

The 2018 overviews give other limits for Multi-spiritualism: 1 + 1/4 of skill level in talismans and 1 + 1/10 in charms (S212), or skill level / 3 talismans and a single charm (S213).

Salts, Circles & Barriers

Attributes: Willpower and Charisma (WIL|CHA).

"The Aegic Witch is able to construct circles on various surfaces using enchanted salts with protective and abjurative qualities."

  • Barriers form "a hard invisible wall against certain types of objects, attacks or creatures", two-way or one-way (one may enter but not leave, or leave but not enter).
  • Circles are not physical barriers but grant benefits to all standing in them.
  • Empowerment and circle features are specified at cast time. A finished circle cannot be reinforced with more reagents or energy unless stated, but a new circle can be inscribed over it.
  • Duration: most circles last a few hours or until their protective energy is exhausted.
  • Range: most circles must be drawn on a flat, clean surface such as a wooden or stone floor.
  • Charges: "TODO".

Empowerment

Each empowerment needs 1 more reagent from the recipe's list and 1 more turn of casting, and grants one of:

Order Empowerment
any +5' radius
3rd extra charges equal to the base amount
5th Conditional: access through a Barrier for those with an Identifying Talisman
5th draw on medium terrain such as dirt, sand or gravel
7th Concealment: disadvantage to Perception to notice it
9th Persistent: carefully drawn circles and barriers last a long time, especially sheltered from the elements, and recharge in half the casting time
11th draw on rough terrain such as rough rock or rubble
13th Powered: an appropriate power source keeps it topped up on charges indefinitely

Recipes by order

Tier Name Order Energy B Do Df Ma O So Effect
Apprentice Protective Circle 2 Pa 1 1 +2 Avoidance
Spirit Barrier 4 Pa 1 1 1 Blocks Incorporeal Creatures & Undead
Undead Barrier 5 Pa 1 1 Blocks Corporeal Undead
Demonic Barrier 6 Pa 1 1 1 Blocks Demons and Abyssal & Hollowed effects
Healing Salts 7 Pa 1 2 Doubles natural recovery and regeneration rates.
Mithis Barrier 8 Pa 1 1 1 1 Blocks Mithis, including Mithis effects
Adept Living Barrier 10 2 Pa 1 2 1 1 Blocks Living Creatures
Fae Barrier 12 2 Pa 1 2 1 1 Blocks Fae Creatures and Fae magic effects
Strong Protective Circle 14 2 Pa 3 1 2 +3 Avoidance
Abatement Circle 15 3 Pa 1 2 2 1 Immunity to the effects of curses and debuffs while inside
Grave Salt 16 3 Pa 1 3 2 Used to protect a corpse from Devourers & Necromancers
Master Astral Barrier 18 4 Pa 1 2 2 4 Blocks extra-planar creatures and all magical effects.
Expulsion Circle 20 4 Pa Removes curses, hexes and other negative magical effects.
Corrosive Salts 22 4 Pa Destroys stone, metal or wood.
Powerful Protective Circle 24 4 Pa +4 Avoidance

Recipe details

Order Recipe Casting Reagents Effect
1st Protective Circle 2 turns, full actions; touch, flat surface; interruptible; 5' radius; 5 charges 1 Spirit + 1 Element +2 Avoidance against all attacks from outside the circle; each attack takes 1 charge. A 2nd-order draft adds that the circle "is broken the moment the caster moves out of it".
3rd Hollowed Barrier as above 1 Spirit + 1 Element a hollowed or Mithis-corrupted creature or object may not pass; each physical attack on it removes a charge
3rd circle Hollowed Containment Circle a hollowed or Mithis-corrupted creature may enter but not leave; "Only beast-level intelligence creatures will fall for this easily"
5th circle Demonic Containment Circle a demon may enter but not leave; intelligent demons avoid it "unless very distracted"
5th circle Strong Protective Circle 2 Spiritual, 2 Elemental +3 Avoidance against attacks from outside

A spell outline template in the document adds the fields Attack, Duration (Special) and Empower ("+5 Charges or +5' radius").

Expulsion Circle and cures

A note on lifting curses with the Expulsion Circle: "Place the Soul of the Witch and the Cursed individual inside the circle. Then have the cursed individual leave the circle and the curse will likely stay with the witch (be removed)." The skill of the circle is contested against the skill of the curse, perhaps buffed by drams and talismans; "If the witch's soul leaves first it will do nothing." The curse rules are on Malefica Witchcraft.

Drams & Oils

Attributes: Willpower and Reasoning (WIL|REA). The overview of 2018 calls the skill Drams & Wards.

"The Aegic Witch is able to construct Wards and brew potent teas and drams from both Corporeal and Empyrean Reagents." Drams are shot-sized, about ¼ the volume of a potion or elixir, brewed singly or in batches in a cauldron, "usually taken as a shot or combined with alcohol or other strong drink to make it go down easier". Anyone may drink as many as they like, but the negative effects of similar drams multiply.

Dram flavours

Every dram has one or more of four flavours, each with a negative effect of −2 for one dose, −6 for two, −10 for three, −16 for four, and so on.

Flavour Description Negative effects
Putrid "thick, sticky and smell like rotten flesh"; the imbiber saves vs Vitality to hold it down, a witch adding their Wards & Drams skill, strong alcohol +4 Agility and Dexterity, from nausea and shaking
Foul "extremely bitter tasting and are also spiritually disturbing", leaving "a pervasive sense of dread", sometimes hallucinations Charisma and Willpower, from paranoia; disadvantage on checks for Illusions and Fear
Vile "thin, light and oily", smelling "like rancid fish oil", leaving a confused mind and pounding headache Reasoning and Ingenuity; disadvantage on Perception and Concentration
Rotten "heavy, sickly sweet and creamy with chunks", tasting "of metal, dirt and cheese" Strength and Vitality, from weakness and exhaustion; disadvantage on checks against Sleep

Wards

"A ward is a fixed construct that has a large area of effect. It needs significant time to permeate an area and therefore does not work well on movable objects." Witches use wards to keep away or drive away creatures; the more intelligent the creature, the less effective. The heading notes that wards are to be replaced with oils, as they overlap too much with circles and fetishes.

Recipes by skill level

Tier Name Skill Energy B Do Df Ma O So Effect
Apprentice Putrid Hollow Dram 1 Pa 2 Absorbs 20 Hollowing, lasts 1 hour.
Devil Oil 2 Pa 1 1 Deals +1 damage to Hollowed or Abyssal Creatures. Additionally the oil will glow faintly while under the effects of Hollowing. 1 hour.
Rotten Regenerative Dram 3 Pa 1 1 1 health per minute, lasts 1 hour.
Vile Energy Dram 4 Pa 1 1 1 Reduces spell costs by 1, Max of 20 MP saved. 1 hour.
Foul Blight Resist Dram 5 Pa 1 2 1 Immunity to Afflicted State. Blight 3 Absorb. 1 hour.
Foul Necrotic Resist Dram 6 Pa 1 2 1 Immunity to Accursed State. Necrotic 3 Absorb. 1 hour.
Rotten Sleeping Dram 6 Pa 1 1 2 Deep slumber, but long rest in ½ the time (3 hours). Takes 1d4 rounds to wake up with vigorous shaking. Other effects persist 1 hour after waking.
Spectre Oil 7 Pa 1 1 2 The weapon acts as a silvered weapon while the oil persists.
Oil of Trollrot 8 Pa 2 1 Targets afflicted with this absorb the next 10 radiant healing done. This effect stacks. Lasts 1 hour.
Adept Hollowing Oil 9 Pa 1 1 1 1 Target gains +1d4 - their [WIL] Hollowing on contact.
Putrid Purification Dram 9 Pa 2 2 1 Expels simple Affliction or Infection. Other effects persist for 1 hour.
Foul Dram of Alertness 10 Pa 1 1 1 2 Advantage versus Surprise and Sleep. +2 Initiative. 1 hour.
Crimson Fire Oil 10 Pa 3 1 1 1 Applies a debuff on the target that reduces the targets Fire Absorb by 1 until short rest or wound cleaning, and causes any fire damage taken to add Burning.
Vile Redemption Dram 10 Pa 2 1 2 Expels simple Accursed or Damned. Other effects persist for 1 hour.
Frost Oil 11 Pa 1 3 1 2 Applies a debuff on the target where any cold damage taken adds Chilled until short rest or wound cleaning.
Putrid Sweating Dram 11 2 Pa 1 1 3 2 Cold and Fire 2 Absorb. 1 hour.
Bleeding Oil 12 2 Pa 2 2 2 Applies a debuff on the target where any slashing or piercing damage taken causes Bleeding until short rest or wound cleaning.
Rotten Restorative Dram 12 2 Pa 2 3 1 Expels simple Bleeding or Hemorrhage. Mends an injury after 3d10 rounds. Other effects last 1 hour.
Vile Whale Dram 13 2 Pa 1 1 2 1 2 The target can hold their breath indefinitely. 1 hour.
Foul Abatement Dram 14 2 Pa 1 1 1 1 1 1 Temporarily suppresses the effects of existing debuffs (inc curses) on the target. 1 hour.
Foul Fleetfooted Dram 15 3 Pa 1 2 2 Movement speed increased by 1. 1 hour.
Putrid Vision Dram 16 3 Pa 1 1 4 1 Infravision 120’. Can also see magical auras. 1 hour.
Master Vile Psychic Resist Dram 17 3 Pa 3 2 2 Advantage versus Charm & Possession. Psychic 3 Absorb. 1 hour.
Rotten Healing Dram 18 3 Pa 3 4 1 Restores 3d8 health.
Debilitating Oil 19 3 Pa 1 2 1 2 2 2 Target must save 14 vs VIT or be Exhausted +1.

Recipe details

Detailed entries for the first five orders: brewing time 1 hour, one cauldron, duration 1 hour.

Order Dram Reagents Effect
1st Putrid Hollow Dram PhMt₂ immunity to Hollowing effects, "more like absorption to a certain point (TODO … need Hollowing Rules)"
2nd Rotten Regenerative Dram PhOr₂ 1 hp per minute, up to 60 minutes
3rd Vile Energy Dram ??PhOr₂ spell cost of all spells −1, up to 20 spell points saved
4th Foul Blight Resist Dram ??PhOr₂ immunity to Blight effects (Afflicted) and Blight 3 armor
5th Foul Necrotic Resist Dram ??PhOr₂ immunity to Necrotic effects (Accursed) and Necrotic 3 armor

Unplaced ideas: "Toxic Blood - leeching and lifesteal effects do harm", and "Brimstone + Oblivion - Alchemical Test".