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Runequest Thursday #167 - Feat of Arms for Witchcraft!

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Sorcerers have Feats of Arms that they can use to make themselves hardier, or handier, in various circumstances. So it is only fair that Witches should have some too. Of course, several of the feats of arms available to sorcerers are also of use to witches, depending on the spells and experience a particular witch or warlock might have. I have included them in the attached document for simplicity sake, but they were written some time ago for sorcery.

 

Here are a few that are more Witchcraft specific.

 

Note: As detailed in the Feats of Arms post linked above, Feats of Arms follow the same format regardless of their type. Each requires the expenditure of time, money or service, and Hero Points to learn. Each also has certain prerequisites that must be met before a candidate can learn a Feat.

 

 

Aspect Power – POW 15, Witchcraft Skill at 50%

Cost: 4 Hero Points, and you must train with a mage with the feat or an appropriate supernatural tutor for 1d4+1 weeks, paying what they demand.

 

When casting spells that partake of a particular aspect (ex: Fire, Necromancy, Beast magic, Mind Spells, etc), your Manipulation Limit is increased by 1 and your casting percentage is increased by 20%.

 

 

Lasting Curses – POW 17, Witchcraft Skill at 60%

Cost: 4 Hero Points, and you must train with a mage with the feat or an appropriate supernatural tutor for 1d4+1 weeks, paying what they demand.

 

When casting any spell that qualifies as a Curse, you can extend by up to one rank without paying POWer to do so and regardless of your Manipulation Limit.  

 

 

Personal Ward – POW 17, Witchcraft Skill at 70%

Cost: 4 Hero Points, and you must train with a mage with the feat or an appropriate supernatural tutor for 1d4+1 weeks, paying what they demand.

 

You have learned the hard way that a bargain for your tutor does not necessarily mean a bargain for you. When dealing with an eldritch entity for the purpose of concluding a Pact, you can escape compulsions, morale effects, and mental manipulation that attempt to force an unwanted Pact upon you by making a POW x3% success. This ends whatever parlay you might have with the entity and may incur hostilities, but it does keep your will intact.

 

 

Supernatural Affinity – POW 15, Witchcraft 50%, an Applicable Lore 50%

Cost: 3 Hero Points, and you must train with a mage with the feat or an appropriate supernatural tutor for 1d4+1 weeks, paying what they demand.

 

Your particular lore skill and ability grant you an affinity with a certain type (ex: dragons, elder elementals, Beast Lords, Demons, etc) of supernatural tutor, making you better able to find, and deal, with them. For example, with Draconic Lore, you have greater understanding and rapport with draconic creatures. When you research, or search for, an applicable entity, you may make an appropriate Lore skill. If you succeed, you have gained valuable insight into their location, which reduces your travel time by 1/3 and gives you some insight into their lair and locale (1 Hero Point, which you may spend as normal, but it expires when you seal your Pact of service).

            Once you have this Feat of Arms, you may expand it to include other types of supernatural tutors, by spending the time and Hero Points (essentially, you may train yourself).