abstract
| - Fantasy literature has always had witches. Usually they are evil and fly on broomsticks, cackling and cursing/poisoning the heroines into a coma or death, so that the prince charming can save them and live happily ever after. Occasionally they're just generically evil - they're bad because they're witches, but they don't particularly do anything that evil, and sometimes there are good witches. The witch in D&D draws upon the various fantasy sources, along with an option to be a good, nature-friendly, curse-removing witch for all the hippy wicca folks out there. They gain the ability to fly, they can use cauldrons to scry and make magic potions, they have a ritual under the full moon, and they have a scary evil eye. Also, there is the mandatory Monty Python reference, and they have spellcasting which is by no means shabby. The witch can happily be played by beginners: they have Save or Lose spells and save-penalizing spells. It's as simple as "pump your DCs up high and go wild". By the same token, they have enough oddball spells there that more experienced players can go around turning the forest into their personal army, or turning a room of people into statues, reshaping them into other objects, then covering them in symbols and adding sympathy so people go and touch them. Maybe even turning the morphed statues back into flesh. Did you ever want a vase made of human flesh?
|