Witch Skill List

* Witches may also learn skills from the Everyman skill list.

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

5                              Bravery

5                              Favor of the Spirits

5                              Lore-keeper

5                              Natural Communion

3                              Runic Literacy

5                              Spirit Sight

5                              Spiritual Bond

5                              Willpower

5                              Witch-blade

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

7                              Aura-sight

5                              Channeling Expertise

5                              Ritual Caster

5                              Spirit-Medium

Erudite Skills: can be learned from select Non-player Characters only.

5                             Witch-Shield

10                           Channeling Mastery

10                           Mobile Spellcasting

MASTERY SKILLS:

Basic Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill. Alternatively, these can be learned during character creation.

7                              Sybil of Earth

7                              Sybil of Flame

7                              Sybil of Night

7                              Sybil of Water

7                              Sybil of Wind

Complex Skills: can be learned from Player Characters or Non-player Characters who possess the Teach skill.

10                           Oracle of Earth

10                           Oracle of Flame

10                           Oracle of Night

10                           Oracle of Water

10                           Oracle of Wind

Erudite Skills: can be learned from select Non-player Characters only.

10                           Master of Loci

10                           Master of Furies

10                           Master of Maia

10                           Master of Muses

10                           Master of Whispers


 


WITCH SKILL OVERVIEW:

Aura-Sight

Description: This skill allows you to read another character’s aura and thereby learn if they are Poisoned, Diseased or Cursed. Likewise, if your target has any latent effects on them (such as Spells, Blessings or Talismans), you learn of these as well.

Usage: To use Aura-sight, you must Channel for 5 seconds and remain within two arm lengths of your target. After Channeling, you may say “Aura-Sight” and clarify this skill’s effects to the target; the Target must whisper the relevant information to you.

Bravery
Description: Your soul has been hardened, through tragedy and loss or through meditation and discipline. Attacks that assault your very soul affect you as they do others, except that you are quicker to recover from such spiritual assaults. When Fear grips you or a Demon dominates your will, you can shake their influence from your soul with an quickness that most others envy.

Usage: Mortal effects with a duration (such as Fear, Dominate or Weakness)only affect you for half the duration. round up. When the effect would end, say “Bravery”. However, Bravery will not reduce a Mortal effect that has already been reduced.

Like most skills, Bravery does not cost SP to use. You may use this skill as many times as you need.

Channeling Expertise

Description: Through practiced meditation, you are able to center your mind away from pain or interruptions when casting spells or Channeling. This means that you are able to ignore one instance of a Minor Interruption when casting a spell or Channeling, whether that Minor interruption was caused by you (by stumbling over your incantation) or by another (damage or being moved).

Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Expertise” and continue with your casting within the next 5 seconds. You may do this only once per Spell cast.

While you are Channeling, instead of “Channeling” you may say “Expert Channeling”; you may ignore one instance of a Minor Interruption although you still take the damage or effect.

Channeling Mastery

Requires: Channeling Expertise skill

Description: You can almost completely withdraw your mind from pain and interruptions while you are casting a Spell or Channeling energy. You can now ignore any amount of minor interruptions while casting or channeling a spell.

Usage: When your incantation would be stopped by a Minor Interruption (see the Magic webpage), you may say “Channeling Mastery” and continue with your casting within the next 5 seconds. There is no limit to the amount of times that you do this. However, major interruptions can still stop your spell.

While you are Channeling, instead of “Channeling” you may say “Master Channeling”; you may ignore all instances of minor Interruption although you still take the damage or effect.

Favor of the Spirits
Requires: 1-5 Favor Phys-Reps

Description: The Witch is a friend and an ally to the elemental spirits and that is why they grant her their aid. This skill allows a Witch to extend this aid to her companions, thereby allowing a Witch to bestow latent effects upon those who have their favor. Some spells have special effects or special options that require the presence of a Favored ally.

Bestowing the favor requires a simple ritual whose particulars are dependent on each individual Witch. Some Witches require a token sacrifice from those they bestow their favor upon; this can be a coin, a weapon, a gem, an oath, a song, a single service or even blood. Other Witches bestow their favor upon those whom they consider trusted allies while there are Witches in Midworld that are more mercenary in the granting of their favors.

Usage: Five times per moon, a Witch can bestow a Favor to a comrade of her choice. A Witch cannot be coerced to bestow this blessing and any coercion prevents the magical bond from forming.

The favor remains with that character for the entirety of the month or until the Witch takes her favor back. A Witch that takes her favor back remains unable to bestow that favor for the remainder of the month.

While the Bestowing of a Favor is a 1 minute ritual per Favor granted whose specifics vary with each Witch, the Removal of a Favor is a simple process: the Witch must say “I withdraw from you my Favor, ” while being at least two arm’s lengths away from the formerly favored individual. A character that loses the Favor of a Witch also loses all beneficial latent effects bestowed by that Witch.

Physical Representation Requirements: A Favor takes the physical form of a colored piece of cloth wrapped around the arm, waist, belt or a neck of an ally. The cloth should have a special device or sigil that represents that Witch’s personal mark.

Lore-keeper

Description: You are a learned character, having sought out lore and knowledge in Midworld and beyond. Perhaps you hail from a prestigious place of learning or maybe your education is low-born and street-based but no less accurate than your academic peers. Either way, you are able to use this knowledge to your advantage, by interpreting discovered clues or utilizing esoteric knowledge about the creatures you face.

Usage: Only someone with the Lore-keeper skill may read cards that say “Lore-keeper”.
When fighting an unknown monster, you may say “Lore-keeper! What are you?” to find out the name of whatever you are fighting. You get no other information, although further research in the subject can provide you with information.

Mobile Spell-caster
Description: The act of Channeling power or Casting a spell is an involved process where even the slightest of movements can cause the manifested energies to dissipate. Those with this skill have managed to find the tenuous balance necessary to continue spell-casting while walking.

Usage: While Casting a Spell or Channeling, you may walk a slow pace (1 step every 2 seconds or 2 Channeling counts).

Natural Communion

Description: The Witches of the Circle of Vallah had always cared greatly about the denizens of the natural world, the flora and fauna of Midworld. To that end, these Witches discovered the necessary secrets to befriending the creatures of the wild. A powerful Witch can use this knowledge to bypass a pack of wolves or to safely pass a floral predator.

Usage: A Witch may now use the Befriend function of their Aethyric Envoy Class Feature on Beast creatures (such as Wolves or Bears) and Plant creatures (such as Snapthorns). Instead of saying “Aethyric Envoy” say “Natural Communion”.

Runic Literacy
Description: Runic-Ciphers are paper scrolls or stone tablets that carry the power of a spell within them. Only those with the Runic Literacy skill have the necessary learning to tap into the power of Runic-Ciphers.

Effectively, those that carry and use Runic Ciphers can cast the spells on that Cipher as though they had learned the spell. However, while a Cipher is being used to cast a spell, it can get destroyed if the spellcaster is hit for any amount of damage. This makes Runic Ciphers useful for carrying Glyph spells because these spells are usually used in places of safety and security.

Usage: Using the spell bound within a Runic-Cipher is very similar to casting the spell itself except that it needs to be prefaced by:

– at least 10 seconds of Channeling (Ritual spells become Ritual 10 spells instead)

– by holding the Scroll (rolled-up) or Tablet in front of its User (usually presented to whatever it is targeting).

Using a Runic-Cipher does not consume or destroy it although any other resources that a spell requires (SP,  Components) are consumed. However, it can be stolen and any damage done to the Caster or interruption to the spellcasting while he or she is using the Cipher automatically destroys the Runic Cipher.

Special Note: You can only use Runic Ciphers to cast spells that you can learn. This means that a Witch cannot use a Runic Cipher to cast Priest or Sorcerer spells. Likewise, the same Witch cannot cast Erudite-level Locus spells if he does not have the appropriate skill to cast it.

Ritual Caster
Description: Some spells are beyond mere incantations and spiritual power, these Ritual Spells require ceremonies and rites in order to summon, conjure or invoke the necessary energies to function. A spell-caster with this skill has learned and mastered the secret ways of the Ritual, streamlining their techniques while allowing them more freedom in their Rituals.

Usage: When performing a Ritual in or around Annie’s Inn or a similar place of power, you and any other participants of the Ritual may move at a slow pace (approximately 1 step every 2 seconds). Furthermore, you may reduce the time required by a Ritual Spell by half (minimum 1 minute).

Spiritual Bond

Requires: Witch-Blade skill
Description: This skill hones the bond between you and your Witch-blade, bringing you closer to your separated shard of self within the blade. While you wield the Witch-blade, it cannot be torn from your grasp through Spell or Feat. Furthermore, the enhanced link between you and your Witch-blade allows you to store more powerful spells within it.

Some Witches with this skill claim that they hear their Witch-blades speak, sometimes as fallen comrades or with the voices of their ancestors. These Witches may sing in mid-swing or revel in butchery. Other Witches have quieter Witch-blades, which speak not at all but instead radiate emotion.

Usage: While you are wielding your Witch-blade, you can negate Disarm effects that would separate you from it; when a Disarm is inflicted upon you, respond with “Retain”. When this function of the Skill is used, it cannot be used again until you have recharged it; to do so, you must Channel for 10 seconds and then say “Spiritual Bond”; you can perform this at any time.

Also, you may now store any Basic or Complex Witch spells within it, although they must be Bolt or Touch spells and they cannot be Ritual spells.

Spirit Medium

Requires: Favor of the Spirits skill

Description: By harnessing your link to Aetherworld, the realm of spirits, and your link to an ally that bears your Favor, you can allow them to peer into the Spirit-world and converse with Spirits as though they possessed the Spirit-Sight skill. This is a potentially dangerous skill to use, however, as the shared perspective can have disorienting effects upon the Witch and those she shares her skills with.

Usage: After Channeling for 10 seconds while maintaining physical contact with a Favored ally’s shoulder or hand, you must say “Spirit-Medium”. Afterward, you confer the benefits of your Spirit-Sight skill to them so long as you maintain contact. Up to two Favored allies can benefit from this Skill. If you take damage or otherwise lose physical contact, you and your Favored are Confused for 10 seconds.

Spirit Sight

Description: The Spirit Sight skill marks those who can see beyond the realm of the living. Whether these folk are marked by destiny or perhaps through strange rites or training, they have been granted the ability to not only perceive Spirits that are invisible to the naked eye, but also the ability to converse with them. While being able to see and speak to Spirits is not always a blessing, some characters, especially Necromancers or Witches, find such a talent indispensible for séances or even convening with elemental or undead entities.

Usage: When you see a Player, an NPC or a Staff member wearing a Purple Headband, you may say “Spirit Sight” so that they are aware that you can see them. Similarly, while you are using Spirit Sight, you may converse or interact with these intangible and invisible spirits – all conversation must be whispered.

Examples of a Spirit include:

          a departed spirit: the ghost of someone who has died

          an elemental spirit: an invisible spirit of Earth, Fire, Wind, Water or Night

          a beast spirit: this includes invisible totem beasts that inhabit the Aether

          a shadow spirit: a spirit corrupted by Umbral energy

Willpower
Description: Through long hours of training or perhaps through a penchant for stubbornness, your mind can break free of outside influences. With this skill, you have an easier time than others when seeing through the manipulation of others.

Usage: Charm effects with a duration such as (Pacify, Taunt or, Befriend) only affect you for half the duration, round up. When the effect would end, say “Willpower”. However, Willpower will not reduce a Charm effect that has already been reduced.

Like most skills, Willpower does not cost SP to use. You may use this skill as many times as you need.


Witch-Blade

Description: This skill allows you to create a Witch-blade and use it. Witch-blades are physical representations of the Witch’s power, their magic made manifest in metal and wood. A Witch can only have one Witch-blade at any given time. Despite their name, they do not always have to be bladed weapons; a Witch-blade could very well be a spear or a hammer just as it could be a sword.

They appear as weapons with runic symbols upon them, although only a Witch or a character with Analyze Item can truly recognize them for what they are.

Creating a Witch-blade: Creating a Witch-blade is a dangerous process. The Witch must meditate in front of a melee weapon of their choosing. This weapon can be a magical weapon although creating a Witch-blade from such an item might complicate matters if said magical weapon has been tampered with or corrupted by dark powers. Many magical weapons have darksome histories and so most Witches create their Witch-blades out of non-magical weapons or from weapons whose crafting they oversaw.

The process of imbuing a weapon with one’s own essence is a painful one. It takes 60 seconds for a Witch to channel a part of her essence into the weapon. During these 60 seconds, the Witch’s personal rune must be carved (drawn) unto the Weapon’s blade or haft in a manner that is clear to all who see the weapon. At the end of this process, the Witch dropped to 0 HP and needs immediate medical aid. If the Witch survives this ordeal, she will wake up to find herself the owner of a newly-crafted Witch-blade. Because of the grueling process involved in their creation, many Witches give name to their Witch-blades. Rathma von Vladimir called his Witch-blade “Giant-bane”. Karg Runehammer’s Witch-blade was called “Magnar the Bone-smasher”. “Twilight Melody” was a Witch-blade that belonged to Morganna Darkflame, a Twilight Elf.

Using a Witch-blade:
Unlike other weaponry, a Witch-blade can hold up to 3 weapon augmentations (instead of only one). Furthermore, 10 minutes of Ritual meditation, chanting or incantation can return a lost or stolen Witch-blade back to its creator.

Spell-Storing: The creator of a Witch-blade can use it to store one spell (and one spell alone) with the purpose of releasing it at a later time. When another Spell is cast into it, the one that is currently stored dissipates.

Any Basic Bolt or Touch Spell can be placed in a Witch-blade, although these must also be spells from the Witch class list.

Using a Stored Spell: To call upon the Spell stored within, the Wit
ch must preface her strike with the name of the Spell and then say its effect in mid-swing. To release the stored spell, a Witch merely has to strike an opponent upon his body (not on a weapon or a shield) and invoke the effect of the spell. This strike can be defended against as though it were a physical attack or a magical attack. A full incantation is not required except in the Spell’s initial casting.

A Witch spell can be stored indefinitely but the Witch-blade stores one Spell and one Spell alone.

Lastly, when a spell is cast through a Witch-blade, only the spell will take effect – any feats or even regular weapon damage will not occur at the strike, only the spell. This means that if a spell inflicts damage, this damage happens in lieu of the damage or the effects of a weapon strike.

Rathma, a Grey Witch, could cast a Doom of Fierce Flame into his Witch-blade. Five hours later, when he encounters a Werewolf, he send the spell into the beast if he can strike it with his sword.

Knockback:
Another of the Witch-blade’s fabled powers is its ability to repel attackers when its wielder is injured. When a Witch takes damage from a melee attack, she may strike at her attacker while saying “Knockback 3” in mid-swing. If she hits her target’s body (not a shield or a weapon), her target must take 3 steps back; this is not a long distance but it allows a Witch some breathing room when attacked in melee.

This repelling attack can be used as often as the wielder desires, so long as the Knockback attack is preceded by an injury from a Melee attack and the target of the Knockback is the attacker who inflicted the injury.

Destroying a Witch-blade: So long as the Witch who created it is alive, a Witch-blade cannot be broken by most physical or magical means. If a Witch dies, however, then their Witch-blade is as vulnerable to damage and destruction as a normal weapon of its type.

A Witch can choose to destroy her own Witch-Blade: this task requires 60 seconds of channeling and brings the Witch’s HP to 0. The result is ash and melted slag as well as a Witch in her dying moments. Obviously, this perilous act should be done with some kind of healer nearby.

Witch-Shield

Description: A Witch would do well to hone their defenses against the enemy. A Witch with this skill has done exactly that, keening the protective capabilities of her sub-class to a fine edge and bolstering her defensive aspects.

A Bright Witch with this skill blocks an attack using the tempestuous power of a storm’s wind. A Dark Witch with this skill defends himself with a barrier made of darkness. Meanwhile, a Grey Witch with this skill can summon up the power of the Earth to refortify his defenses.

Usage: The use of this skill is dependent on a Witch’s sub-class.

Bright Witch – You can use “Storm-borne” defensively as a response to a Melee attack, forgoing the Channeling requirement. “Storm-borne” also negates damage or effects of the melee attack that triggers it.

 Dark Witch – You can use “Shield of Night” defensively as a response to a Melee attack. “Shield of Night” also negates damage or effects of the melee attack that triggers it.

Grey Witch – After Channeling for 10 seconds, you may say “Witch-Shield” to completely restore the AP granted to you by your Gift of Shielding Mountain spell. After using “Witch-Shield”, you cannot use it again until you have completed a Short Rest.



Mastery Skills:

Sybil of Earth
Description: This skill allows you access to basic Locus spells, spells that utilize the spirits of Earth. This affinity with the stalwart, stubborn Earth spirits is typically found among the martially inclined Grey Witches although there are those Dark and Bright Witches that find great utility in summoning the powers of Earth. Sybils of Earth are especially blessed by the Loci and they can channel the Earth spirits’ tenacity when attempting to survive the effects of Poisons.

Usage: This skill allows you to learn Basic-level Locus Spells. Also, you are considered to have the Delay Poison skill; when you are afflicted by any Poison, you may choose to respond with “Delay Poison”; this means that the Poison does not affect or inhibit you until 60 seconds have passed.

Oracle of Earth

Requires: Sybil of Earth skill

Description: With this skill, you become an Oracle of Eart, which has access to complex Locus spells after learning the greater mysteries of the Earth spirits. Because of their improved affinity with the Earth spirits, some Witches with this Skill tend to display greater amounts of patience and tend to be more implacable.

Usage: This skill allows you to learn Complex-level Locus Spells. Furthermore, many Basic Locus Spells have an improved effect if you have this skill.

Master of Loci:

Requires: Oracle of Earth skill

Description: Only through exploring the inner mysteries of the Earth Spirits and gaining their respect can one become a Master of Loci. A Master of Loci commands the greatest of the Locus spells, summoning energies that can shake the very earth beneath his feet or else armor himself in powerful energies.

The blessing of the Loci also extends not only to a Witch’s spirit but his body as well: a Witch with this skill becomes supernaturally strong, striking with great puissance or lifting with casual ease.

Usage: This skill allows you to learn Erudite-level Locus Spells. Furthermore, many Basic and Complex Locus Spells have an improved effect if you have this skill.

Lastly, a Master of Loci is also considered to have the Great Strength skill with all the attendant benefits:

          All of your normal melee attacks deal one more point of damage.

          Also, you can perform a feat of strength once every minute by saying “Great Strength” and then performing the action. While performing a Feat of Strength, you may not perform any other action such as casting a spell or attacking and you need to have at least one hand free.

          Feats of Strength include (but are not limited to):

o        throwing an object or a helpless creature (such as an ally’s body) up to 10 paces away.

o        carrying one heavy object (such as a body) for 60 paces at a slow walk.

o        breaking free of a Snare or a Grapple effect; you incur 10 damage in the process.

o        After a 10-second loud and vocal count (“Breaking 1, Breaking 2…Breaking 10”), you can break an basic Lock.

Sybil of Flame
Description: This skill allows you access to basic Fury spells which that utilize spirits of Fire, also known as the Furies. This skill is typically found among Dark Witches although Bright and Grey Witches that desire the destructive potential of Flame may choose to take this. Furthermore, the Furies will gift you for the destruction of your enemies by healing the worst of your injuries. Usage: You may now learn Basic-level Fury spells.

Also, when an enemy falls to 0 HP from your attacks or when you perform a Killing Blow upon a dying enemy, you may Channel for 3 seconds and then say “Sybil of Flame! Heal 5” to regain up to 5 HP. You may only ever gain this benefit once per particular enemy (i.e. you cannot gain healing twice from the same downed opponent).

Oracle of Flame:

Requires: Sybil of Flame skill

Description: This skill makes you an Oracle of Flame, a Witch who has distinguished themselves to the Furies in their talents for destruction and illumination. Oftentimes, those with this skill tend to be more passionate, they feel anger, sadness, happiness and other emotions in greater intensities than other Mortals.

Usage: You may now learn Complex-level Fury spells. Furthermore, this skill improves the effects of some Basic-level Fury spells.

Master of Furies:

Requires: Oracle of Flame skill

Description: A Master of Furies is one who has mastered the destructive powers of the Fury spells and earned the grudging esteem of the Fire Spirits. These Witches are as powerful as they are wrathful, desiring no less than the destruction of all who oppose them or who injure their companions.

These Witches not only have access to the highest echelons of the Fury spells but they are also greatly renewed by their burning hatred when they bring destruction and death to their enemies.

Usage: You can now learn Erudite-level Fury Spells. Furthermore, some Basic or Complex-level Fury spells have their effects improved by this Skill.

Also, whenever you use the secondary benefit of the Sybil of Flame skill, you may instead say “Master of Furies! Heal 10” to regain up to 10 HP as burning flames renew your body and spirit in battle.

Sybil of Night
Description: This skill allows you access to Wisp spells, spells that utilize the Wisps, mysterious spirits of the Night. This skill is typically found among Dark Witches, although Grey and Bright Witches willing to brave the perilous power of the Wisps will find this Skill indispensable.

A Witch with this skill also gains the Wisp’s affinity for mystery and deception. With cover and some preparation, they can be virtually invisible.

Usage: You may now learn Basic-level Wisp spells.

Furthermore, you are considered to have the Camouflage skill; to use this skill, you must be adjacent to some cover (e.g. a tree, a shrub, a table, a wall) that hides you from view and you must be in the hiding position (crouching, arms crossed across chest). When these prerequisites are fulfilled, you may count “Hiding 1, Hiding 2…Hiding 30” in a normal voice; If you are touched by any creature or hit for any damage, you must stop your count and stand up.

If you complete the Hiding count without interruption, you become Invisible until:

          you speak in-game (which includes spell-casting)

          you move from your position

          you Channel

          or you perform an attack.

Characters with the Sense Hidden Feat or similar Spells/Feats will automatically sense your presence, although they cannot pinpoint or reveal your position without expending SP. You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.

Oracle of Night

Requires: Sybil of Night skill

Description: You have delved into the secrets of the Night spirits and have digested the choicest tidbits of your feast. As a Oracle of Night, you have a stronger grasp of the elusive powers of the Wisps. Many times, however, you become less willing to share your own secrets and lore with others, to the point of being miserly and aggressively territorial.

Usage: You may now learn Complex-level Wisp spells. Furthermore, this skill improves the effects of some Basic-level Wisp spells.

Master of Whispers

Requires: Oracle of Night skill

Description: You have unraveled the greater mysteries of the Wisps, earning their esteem through your tenacity and cunning. As a Master of Whispers, you tend to keep your secrets and your knowledge as close to you as your own flesh to your bones. Knowledge and secrets belong only to those who have earned them after all, say the Wisps.

That said, you have learned how to cloak yourself in deepest shadow. Even the sharpest of eyes will miss you and your hiding place when you decide to conceal your presence.

Usage: You can now learn Erudite-level Wisp Spells. Furthermore, some Basic or Complex-level Wisp spells have their effects improved by this Skill.

Furthermore, after sun-set and before sun-rise, you may resist any attempt to pinpoint or reveal your position while you are Invisible. To do this, you must respond to the Sense Hidden feat (or similar Spells/Feats) by saying “Master of Whispers”.

Sybil of Water
Description: This skill allows you access to basic Maia spells, spells that utilize the spirits of Water. Bright Witches automatically start with this skill, although Grey and Dark Witches who wish to learn the healing arts of the Maia would do well to invest in this skill.

Also, those with this skill are especially favored by the Maia; when they receive healing from a Maia spell, they can concen
trate to echo and thereby repeat the healing they have received.

Usage: You may now learn Basic-level Maia spells.

Also, whenever you receive healing from a Maia spell, you may Channel for 3 seconds and then say “Sybil of Water”, followed by the amount of healing you’ve just received in order to repeat the strength of that healing upon yourself.

Oracle of Water

Requires: Sybil of Water skill

Description Oracles of Water are those who have gained high favor and great esteem among the Maia. These Witches are blessed with a greater power when using Maia Spells and, sometimes, with a sense of duty and mercy that compels them to act whenever someone they care for is harmed or in need of help, even more so than normal.

Usage: You may now learn Complex-level Maia spells. Furthermore, this skill improves the effects of some Basic-level Maia spells.

Master of Maia

Requires: Oracle of Water skill

Description Only those who have earned the respect of the most powerful Water Spirits can call themselves a Master of Maia. Those with this skill are benefit the most from the healing of the Maia and can harness the churning, swirling power of the Water Spirits at their greatest potential.

Usage: You can now learn Erudite-level Maia Spells. Furthermore, some Basic or Complex-level Maia spells have their effects improved by this Skill.

Also, whenever you receive healing from a Maia spell, you can no longer gain the echoing benefit of the Sybil of Water skill. Instead, you may immediately respond to any healing that you receive from a Maia spell by saying “Master of Maia” followed by the amount of healing you have just received to repeat that healing upon yourself.

Sybil of Wind
Description: This skill allows you access to basic Muse spells, spells that utilize the spirits of Wind. Bright Witches, with their affinity to the powers of Wind and Tempest, start with the skill even at their most basic level. Those who have this skill are known to be friends to the tricksome, unpredictable Muses. Sybils of Wind can send foes barreling away with a gust of wind, freeze them in place with a wintry breeze or even take to the sky like a bird on the wing.

Usage: You may now learn Basic-level Muse spells.

Furthermore, you are considered to have the Skillful Scrounger Skill, which grants you the following abilities:

  • After 60 seconds of searching (“Searching 1, Searching 2…Searching 60”), you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
  • After 10 seconds of searching(“Searching 1, Searching 2…Searching 10”), you can invoke a “Quick Search” which will yield one item, chosen at random.
  • After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an Object or a Door is trapped or not.

Oracle of Wind:

Requires: Sybil of Wind skill

Description: Only those Witches that have risen high in esteem according to the Wind Spirits can call themselves Oracles of Wind. Their affinity with the Wind Spirits often means that these Witches have a tendency to engage others in conversation and sometimes, inflict harmless pranks and jokes on others.

Usage: You may now learn Complex-level Muse spells. Furthermore, this skill improves the effects of some Basic-level Muse spells.

Master of Muses:

Requires: Oracle of Wind skill

Description: A Master of Muses is a Witch who has climbed the lofty heights of skill and has earned the respect of the greater Muses. These Witches can harness the mightiest spells of the Muses and can push even the lesser spells to their limits.

Lastly, a Master of Muses is gifted by the Wind Spirits with a powerful tool to converse with and to deceive with: the Poker Face skill. A Witch with this skill can lie and have her deceptions go unnoticed, whether the attempt is a mundane one or a magical one.

Usage: You can now learn Erudite-level Muse Spells. Furthermore, some Basic or Complex-level Muse spells have their effects improved by this Skill.

Whenever someone uses Sense Deception or a similar Feat or Spell, you can respond to it by saying “Poker Face! Clarify: you cannot tell if I am lying”. There are spells and abilities that breach the defenses of this skill, but they are rare and difficult to find and learn.