D100 Witch Traits and Abilities

[full]

1, Witch's Magical Ability:  [witchability]   Witch's Random Trait:  [witchtrait].
 * full

40,Choose a spell from the Witch or Magic-User list that is within your Maximum spells per level. 27,Choose a spell from the Witch or CLERIC list that is within your Maximum spells per level. 1,"I Sense a Great Disturbance", etc., etc. You have a form of postcognition that allows you to detect the presence of cast spells, eldritch creatures and the like (not omnipresent magic or currently magical things going on like Detect Magic could) within a 30' by 30' area within the last day. You will know whether it was a spell, or creature, or effect, or what. Re-rolling this result allows you to know the nature of it broadly (enchantment, demon, etc.) Re-rolling this result a third time tells you EXACTLY what it is. Re-rolling this result a fourth time allows you to function as a walking Detect Magic spell. After that, re-roll a different result. 1,Further advancement in level of experience will require you to placate obscure gods. You have to adopt a taboo like:Cannot eat vegetablesCannot eat meatCannot cut your hairCannot wear a certain color or whatever. Each time you re-roll this, you need to take up another one. 1,Witch Lie: You can tell one lie per day (one sentence long), and be automatically believed by anyone who is no higher than half your level of experience. Re-rolling this means that you can tell two lies per day, then three, etc. 1,After long eons of patient and lonely research, you've found it! That thing you wanted? The Star Swallower? The dragon egg? The mountain fortress? It's there. 4 sessions worth of adventure away or fewer. Tell your Referee/GM, who then must place it. You must have a fair shot at it, like any other treasure, but there's no guarantee you will get it. If you don't get it by the 4th session, you can keep trying, or let it go and roll again on this table. However, if you choose to roll again, and then you do get this thing somehow anyway, then you will lose whatever gimmick you got by rolling again. Referee, think up some clever reason why. 2,You may choose one of your spells to work entirely by touch, without any need to speak a verbal component anymore. 2,Immune to Fear. You have glimpsed primal vistas both horrific and majestic in your meditations. The flesh world does not concern you anymore. If you re-roll this, then your companions will gain +2 vs. fear as long as they can see you. If you roll it again, their bonus becomes +4, etc. 1,You may Turn Any Spell Cast on Anyone In Your Line of Sight Back at the Original Caster, as long as you make a successful saving throw vs. Magic. It is done immediately, and you lose your next action/turn because of it. You can do this once per day. Each time you re-roll this result, it gives you a cumulative +1 to the save vs. Magic. 1,+2 to Save vs. Magic. And another +1 every time you re-roll this result. 2,You may ask and receive an honest answer from an inanimate object once per day. Plus one more answer every time you re-roll this result. Inanimate objects aren't smart, but they know what has gone on around them. 1,Bind One of Your Spells Into an Item! You may now use that spell twice per day, and it will function as if you were one level of experience higher than you really are. However, the spell is now bound to the object, not to you. Whoever has the object can use it. Non-witches and lower-level witches cast the spell as if they were one level of experience lower than you are. 1,You receive a random Witch or Magic-User spell that is one level higher than you would normally be able to cast. 1,Contingency Spell: Choose one of your existing spells to automatically activate as soon as a triggering event of your choosing occurs. You may only cast and set a new Contingency once per week, so this ability basically gives you a free casting instance of your spell, but only if the conditions you set are met. If you ever re-roll this result, you'll be able to set another Contingency each week with a different spell of yours. 1,Poorly-grasped POWERFUL Spell: You can select ANY spell of a level that you would not normally be able to cast. The problem? That spell has a 50% chance of backfiring... Re-rolling this result improves the caster's odds by 1%. Only spells which would be dangerous or harmful if they backfired may be chosen. 1,You receive 2 Random Witch or Cleric spells of any level that you are able to cast. 1,Identify Obscure Pieces of Lore and Magic Items: Roll under your Intelligence score +1 on a d20 to do this. This ability goes far beyond what an ordinary Magic-User would know. Add another +1 each time that you re-roll this result until you get to target number 19. After that, you'll need to roll for a different result on this table. 1,RITUAL!: You learn one 8th Level spell of your choice as a ritual (9th Level spell if you can already cast 8th Level spells). This means you can choose either:It takes (24 minus your Intelligence score) hours to cast the ritual, and you have to stay in the same place (30' by 30' square) doing nothing else for the entire length of the ritual time, or...You have to do some elaborate ritual thing that only takes an hour to cast, but the Referee/GM gets to decide what's required for it. Either way, the target or area of effect must be right there with you, unless you have a separate scrying spell or the like. Once the ritual is completed, the spell must be cast immediately. You may only cast this ritual spell once per month. Rolling this result again would result in having another ritual available each month. 1,+1 to hit every time you roll this result. 1,Mutation: This goes beyond a mere deformity. Examples - an eye that floats an inch outside of its socket, a third arm, etc. Roll a random mutation. 1,Magical Contract: You can write it, and anyone who freely agrees to it and signs it will take (your level)d6 damage if they break the contract. The amount of damage goes up by one die for every subsequent time that you roll this result. 1,Bonus SUMMON: You may cast the Summon spell once per month in addition to your usual complement of spells. 1,Read Aspect and Aura: On a successful Wisdom check, you can read the aura of anyone at least 2 Hit Dice (HD) lower than your level. You know if they're lying, if they're under magical influence, and if they are what they seem to be. If you re-roll this result, you get a +1 bonus to your Wisdom check to use this ability. 1,Spell-Catcher: On a successful Save vs. Magic you can not only resist a spell cast against you, you'll actually "catch" it, and can release it at any time in the next 8 hours - effectively casting that spell as if it were your own. The catch: You can't cast any other spells until you release this stored spell. This ability only works on spells that affect only you, or an area that only you and/or your familiar occupy (like if Rock to Mud was cast, and you were the only one in the room, you could absorb that). If you re-roll this result, you may use it on spells targeting you AND one other person. If you re-roll it again, then it goes for you plus 2 other targets, etc. etc. 1,Magical Recipe: You may cook a meal that transmits the effect of any spell you are able to cast. It takes a number of hours equal to the level of the spell to prepare, spoils after 24 hours, and feeds a number of creatures equal to your level. 1,Polymorph: You can transform into one other chosen shape at will. It can be another humanoid shape, like another person - or it can be an ordinary animal somewhere between your size and cat size. You have to decide what the thing is: its stats are exactly the same as yours, and it has no special movement or sensory powers. I mean, if it's smaller than you, it can move through smaller doors, but otherwise, whatever. Each time you re-roll this result you'll get one other shape that you can assume. 1,Recurring Random Spell! - Each morning, you receive a completely random spell of any level that you are able to cast. Roll to see what it is. Re-rolling this ability in the future results in you gaining TWO spells each morning, etc., etc. 1,Hover: You hover one inch above the ground at all times because mAgIc! If the ground falls out from under you, you still fall; you just land an inch above where you normally would. This means that you take -1d6 less damage from falls. Each time you re-roll this result, take another -1d6 off of falling damage. 1,Unnatural Metabolism: Your body can no longer handle what humans call "food". You have to eat something else - pick - it must be something that might be present in a forest, but not in a bare prison cell. Likewise, your own blood, tears, sweat, saliva, etc. no longer "taste" human, so there is a 1 in 6 chance that carnivores will ignore you. If you re-roll this result, your chances of being ignored by carnivores increases to 2 in 6, then 3, etc. 2,Dream the Future: When you sleep, you'll receive a minor prophecy in a dream about some true or likely to happen thing about whatever was on your mind when you went to sleep.
 * witchability

1,....
 * witchtrait