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".