These witches are members of covens dedicated to their deity and pledged to fulfill their every request. It doesn’t matter if it is furthering their influence to annihilating their enemies. Witches gain their daily spells through prayer and daily meditation. These spells range from mundane spells that range from altering ones appearance to making illusionary duplicates. Deadly spells such as flaming projectiles and defensive spells such as making their skin hard as steel.
These covens are separated into to different orders of witches; there is the Low Order Witch and the High Secret Order Witch. Low Order The two orders are separated by the acts and the devotion and servitude to their deity. The more powerful a witch becomes the more closely tied to their deity they become. The hierarchy of the coven is rather simple really; the longer you are in the coven the more responsibilities you have. The ruler of any coven is the high priestess (most witches are male but not all). She is responsible for the coven and to insure that all coven members perform their duties to their deity.
Below the high priestess are various priestess, mystics and soothsayers. These titles will reflect the power and responsibility the witch has. The title will also reflect their main responsibility in the coven and who the immediately answer to such has Priestess of Healing, priestess of the Temple or Mystic of the Temple. Ultimately all coven members’ answer to the High Priestess who ultimately answers directly to the deity they serve.
Once a witch becomes a powerful priestess it is usually time for her to either challenge for the right to rule the coven or to leave to start her own. The witch will receive a dream from her deity telling her which is the option to take. Many witches have died because they didn’t wait for this dream and became inpatient. Witches are usually very ambitious and power hungry.
To become a member of a High Secret Order is not the easiest thing to do. The witch is required to have obtained certain magical items and to perform a quest for her deity.
The items that they must obtain is any two of the following: Magical Crystal Ball of some type, a magical broom of some type, a magical mirror of some type or a powerful magical staff of some type. In addition they must have found either a magical tome of some kind. The quest they must under take is always something picked by the High Priestess and is always extremely hazardous. Many High Priestesses have used this quest to remove dangerous rivals for their position in the coven.
If a witch should leave a coven after obtaining membership into the High Secret Order or if she is ever kick out of the order or coven she loses her ability to cast High Secret Order Spells. Because of this High Secret Order Spells receive a –1/2 limitation to the spell creation.
Game Information: Hearing Group Images, +/-3 to PER Rolls, Trigger (Activating the Trigger requires a Zero Phase Action, Trigger requires a Turn or more to reset; Barrier crossed, Door opened etc; +1/4) (24 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 10 points
Game Information: Dispel Any Magic Power 10d6 (standard effect: 30 points), One Magic Power At A Time (+1/2) (45 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Incantations (-1/4). Cost: 13 points
Game Information: Shape Shift (Sight Group, limited group of shapes - Humanoids) (19 Active Points); Requires A Magic Roll (-1/2), Costs Endurance (-1/2), Requires Mana (-1/2), Incantations (-1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 7 points
Game Information: Healing BODY 6d6 (standard effect: 18 points), Can Heal Limbs, Constant (+1/2) (97 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Concentration, Must Concentrate throughout use of Constant Power (0 Target's DCV; -1), Usable On Other (-1/2), Grantor pays the END whenever the power is used, Grantor can only grant the power to others, OIF (Component Bag; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Gestures (-1/4), Incantations (-1/4). Cost: 17 points
Game Information: Sight and Hearing Groups Images, +/-4 to PER Rolls (34 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 20 Minutes each (Memorized Spells; +1/4). Cost: 14 points
Game Information: Resistant Protection (4 PD/4 ED), Hardened (+1/4), Invisible Power Effects (Inobvious to Sight; +1/4) (24 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Hour each (Memorized Spells; +1/2). Cost: 10 points
Game Information: Barrier 10 PD/10 ED, 0 BODY (up to 5m long, 3m tall, and 1/2m thick) (39 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 11 points
Game Information: Killing Attack - Ranged 3d6 (standard effect: 9 BODY, 18 STUN), Armor Piercing (+1/4) (56 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Roll (-1/2), Incantations (-1/4), Reqires Mana (-1/4), Limited Power Armor Piercing Only Effects Those Wearing Metal Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points
Game Information: Killing Attack - Ranged 3d6 (standard effect: 9 BODY, 18 STUN), Armor Piercing (+1/4), Area Of Effect (4m Radius; +1/4) (67 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Roll (-1/2), Incantations (-1/4), Reqires Mana (-1/4), Limited Power Armor Piercing Only Effects Those Wearing Metal Armor (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 19 points
Game Information: Killing Attack - Ranged 1 1/2d6 (standard effect: 4 BODY, 8 STUN), Armor Piercing (+1/4) (31 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Gestures (-1/4), Incantations (-1/4). Cost: 9 points
Game Information: Blast 6d6 (standard effect: 18 STUN, 6 BODY), Area Of Effect (1m Cone; +1/4) (37 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 10 points
Game Information: Mind Control 8d6 (standard effect: 24 points) (Humanoid class of minds) (40 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Limited Power One Command - Stand Still And Do Nothing (-1), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 9 points
Game Information: Extra-Dimensional Movement (Single Dimension - 3M pit), x8 Increased Weight, Area Of Effect (3m Radius; +1/4), Constant (+1/2), Usable As Attack (+1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (114 Active Points); Usable Indoors only (-1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Minute each (Memorized Spells; -1/4), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Limited Power Forms a 3M X 3M X 3M Pit Only, Doesn't make A Hole to Another Level (-1/4). Cost: 32 points
Game Information: Mind Control 10d6 (standard effect: 30 points) (Humanoid class of minds), Constant (+1/2) (75 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Extra Time (Extra Phase, -3/4), Requires A Magic Roll (-1/2), 1 Simply Quest Only (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points
Game Information: Major Transform 7d6 (standard effect: 21 points) (Sleeping, Target wakes up or is awaken), Area Of Effect (4m Radius; +1/4), Constant (+1/2) (122 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Extra Phase each (Memorized Spells; -3/4), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Costs Endurance (Only Costs END to Activate; -1/4), Limited Range (300M; -1/4), Incantations (-1/4). Cost: 35 points
Game Information: Tunneling 3m through 10 PD material, Area Of Effect (3m Radius; +1/4), Usable As Attack (+1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (63 Active Points); Requires A Magic Roll (-1/2), Requires Mana (-1/2), 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 5 Minutes each (Memorized Spells; -1/4), Incantations (-1/4), Limited Power - Forms a 3M x 3M X 3M Pit Only (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 21 points
Game Information: Extra-Dimensional Movement (Any Dimension, Any Location), Constant (+1/2), Usable As Attack (600M; +1 1/2), Recipient must be within Limited Range of the Grantor for power to be granted (135 Active Points); Creatures from other planes to home plane only (-1), 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Extra Time (Full Phase, -1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4), Concentration (1/2 Target's DCV; -1/4). Cost: 20 points
Game Information: Killing Attack - Ranged 4d6 (standard effect: 24 STUN), Attack Versus Alternate Defense (Resistance to Magic; +0), Area Of Effect (5m Radius; +1/2) (90 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Effects Flesh Only (includes bone & hair) (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 16 points
Game Information: Clairsentience (Sight Group And Detect), x8 Range (2,440m), Increased Arc Of Perception (360 Degrees), Telescopic: +1 (46 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), Must Be A Member of A High Secret Order (-1/2), OIF- Component Pouch (-1/2), Extra Time (Full Phase, -1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 8 points
Game Information: Killing Attack - Hand-To-Hand 4d6 (4d6+1 w/STR) (standard effect: 13 BODY, 26 STUN), Hole In The Middle (fixed size - 2m Hole; +1/4), Area Of Effect (7m Radius; +1/2) (105 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Charges (Memorized Spells; -1), Gestures (Requires both hands; -1/2), Requires A Roll (-1/2), OIF- Component Pouch (-1/2), Requires Mana (-1/2), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 23 points
Game Information: Drain Any Characterist 1 At A Time 2d6, any Characteristic (+1/4), Constant (+1/2), Delayed Return Rate (points return at the rate of 5 per Week; +2 1/2) (85 Active Points); 2 Must Study Spell Book for 4 Hours To Recover Continuing Charges lasting 1 Extra Phase each (Memorized Spells; -3/4), Extra Time (Full Phase, -1/2), Spell (-1/2), OIF (Component Bag; -1/2), Requires A Magic Roll (-1/2), Requires Mana (-1/2), Gestures (-1/4), Incantations (-1/4), Costs Endurance (Only Costs END to Activate; -1/4). Cost: 17 points