The material below is Open Game Content
Paths of Power
| Author | Katheryn Bauer, Sean O’Connor, Connie J. Thomson, Robert W. Thomson, Patricia Willenborg |
| Publisher | 4 Winds Fantasy Gaming |
| Publish date | 2009 |
| OGL Section 15 | paths-of-power |
Black Magic
Black witches, though the fewest in number, are unfortunately the most well known as their dastardly reputation and tales of their vile deeds have spread throughout the lands. Witches of the black magic tradition are mistresses of destruction and wickedness.
Familiar Types: The black magic witch can choose her familiar from the bat, rat and viper.
Bonus Spells: inflict light wounds (4th), inflict moderate wounds (6th), animate dead (8th), inflict critical wounds (10th), slay living (12th), harm (14th), finger of death (16th), inflict critical wounds, mass (18th), power word, kill (20th).
Bonus Feats: Combat Casting, Deceitful, Iron Will, Persuasive, Silent Spell, Stealthy.
Circle Power: Retributive Circle - Whenever you are within a circle you have cast and take damage from any melee attack, ranged attack, or spell, the creature that deals you damage must make a Will save (DC 10 + ½ your witch level + your Wisdom modifier) or take the same amount and type of damage they dealt.
Rites: Black magic rites are vile, despicable rites of evil. The black magic witch is concerned with harming others, curses, and blood sacrifices, all in the name of personal power. All of a black magic witch’s rites must be performed inside a circle she has already cast, and multiple rites can be performed, one after another, within the same circle, until the circle’s duration expires. If the circle’s duration will expire before another rite can be completed, the witch must break her current circle and cast a new one.
Create Idol (Su): At 5th level, the black magic witch learns the create idol rite. The witch fabricates a small doll-like idol that bears a very vague resemblance to an actual living person. The idol may be made of strawstuffed cloth or soft, pliable mud. The black magic witch must include a bit of the person she wishes to influence with the idol for the magic to work — a strand of hair, an eyelash, a drop of blood or saliva, etc. The amount of material from the victim need only be small; a pound of flesh or bucket of blood does not increase the power of the idol.
The bulk of the idol can be constructed outside of the circle, but once the victim’s essence is to be added, all other work is performed within the circle as part of the rite. Crafting the bulk of the idol requires a DC 10 Craft (doll) or Craft (spiritual tool) skill check. The witch casts her circle then sits in the center and chants softly as she adds the lock of hair or drop of blood to the idol. She continues to chant for another 15 minutes as the magic works until the idol is ready. If she is interrupted or her circle is broken, the witch must begin the rite again
(though she does not need more hair, blood, etc.). The victim can be any distance from the witch, so long as the victim and the witch are on the same plane of existence.
Once the rite is complete and the idol is ready, the black magic witch can use it to do physical harm to the victim by poking the idol with needles. The witch can use the idol a number of times per day equal to ½ her witch level, rounded down. Each time the idol is used, the victim receives a Will save (DC 10 + ½ witch level + Wisdom bonus) to resist the damage. If the save is successful, the victim feels only mild discomfort. The witch will know immediately if the victim resisted the damage and can try again.
The following effects can be achieved by poking the idol:
| Body Part | Damage/Effect |
|---|---|
| Eyes | 1d3 damage and victim is blinded. |
| Ears | 1d3 damage and victim is deafened. |
| Arms | 1d3 damage, -1 penalty to Strength. |
| Legs | 1d3 damage, movement rate halved. |
| Chest | 1d6 damage, -1 penalty to Constitution. |
| Back | 1d3 damage and victim is paralyzed. |
The hit point damage a victim takes is like any other physical damage and can be cured with any healing spell or potion. All other penalties and effects last for 24 hours, or until healed by appropriate spells. Multiple pokes to the same part of an idol continue to deal hit point damage, but other penalties — blindness or Strength penalties, for example — do not stack with themselves. For example, a black magic witch could poke the idol in the eyes and ears and both blind and deafen her victim for 24 hours, but poking the idol in the eyes twice does not blind the victim for 48 hours.
Once the rite is completed, the witch can take the idol with her wherever she goes, and attempt to harm her victim at any time, so long as she has an attempt left for the day. The idol is permanent and the magic does not wear off. The victim can temporarily be free of influence from the idol by receiving a remove curse spell, but the witch need only perform the rite again to active the idol once more. The only way to truly be free of the effects is to either kill the witch or destroy the idol. Destroying the idol requires that first a bless spell be cast upon it, then the idol must be cast into a fire and reduced to ashes. Burning the idol without first casting bless deals 2d6 fire damage to the victim (Will save normal DC for ½).
Blood Sacrifice (Su): At 9th level, the black magic witch learns the blood sacrifice rite. By performing this rite, the witch makes her victim more susceptible to her spells. She needs a drop of blood from her victim (only a drop is needed — more blood does not make increase the power of the effect) to perform the rite. The black magic witch casts her circle, then sits in the center and chants as she adds the drop of blood and various rare herbs and ingredients worth 100 gp to a small cauldron of boiling water. She chants softly as she performs the rite over a period of 30 minutes.
When the rite is nearly complete, the witch says the victim’s name three times, saying it louder each time. After the third time, the victim, who can be any distance away from the witch (but must be on the same plane of existence), must make a Will save with a DC of 10 + ½ the witch’s level + the witch’s Wisdom bonus. Failure on the saving throw results in the victim suffering a -5 penalty to all further saving throws against spells the witch casts at the victim, or a -5 penalty to AC if the spell requires an attack roll. The effects of this rite are permanent until the victim receives a remove curse spell or until the witch dies.
Idol Curse (Su): At 13th level, the black magic witch learns the idol curse rite. The witch fabricates a small doll-like idol that bears a very vague resemblance to an actual living person, similar to the one she can create with the create idol rite. The bulk of the idol can be constructed outside of the circle, but once the victim’s essence is to be added, all other work is performed within the circle as part of the rite. Crafting the bulk of the idol requires a DC 5 Craft: Doll skill check. The witch casts her circle then sits in the center and chants softly as she adds the lock of hair or drop of blood to the idol. She continues to chant for another 45 minutes as the magic works until the idol is ready. If she is interrupted or her circle is broken, the witch must begin the rite again (though she does not need more hair, blood, etc.). The victim can be any distance from the witch, so long as the victim and
the witch are on the same plane of existence.
Once the rite is complete and the idol is ready, the black magic witch can use it to control her victim and make the victim do what she wants. By stroking the idol’s hair and whispering the victim’s name, the witch places the victim under a powerful enchantment. The victim receives a Will save to resist (DC 10 + ½ witch level + Wisdom bonus), and if the save is successful the victim is aware that someone just attempted to charm them, but is unaware of who the witch is.
If the victim fails the save, the victim becomes highly susceptible to the witch’s power, essentially becoming her puppet. The witch can cause the victim to attack friends and family, to break laws, to perform immoral acts, etc. If the witch attempts to make the victim commit a suicidal act (such as walking off a cliff, jumping into a fire, or leaping out of a window)
the victim receives a new saving throw with a +5 bonus. If this save is successful, the victim resists the suicidal command but is still held within the witch’s power. The witch can make a number of suggestions to the victim equal to ½ her witch level each day.
The victim is unaware of being controlled and all others may think the victim is acting strange but under their own power. A detect magic cast upon the victim reveals a strong aura of enchantment around the victim, but no other information. A reveal curse (from The Book of Divine Magic) will reveal full details of the enchantment and how to remove it.
The power of the idol curse rite is permanent unless the victim is the beneficiary of a remove curse spell or the witch dies.
Living Zombies (Su): At 17th level, the black magic witch learns the living zombies rite. By performing this rite, the witch creates a toxic poison that can render a number of subjects nearly mindless, leaving them completely under the witch’s control. The witch first casts her circle, then sits in the center of the circle to create her poison. She must mix rare herbs and animal parts worth 1,000 gp in her cauldron, allowing the mixture to bubble for one full hour as she chants softly over it. When the hour is up, the mixture has reduced down and boiled away, leaving a white, powdery residue behind. It is this residue that the witch scrapes up and uses to transform living people into her servants. The mixture produces enough powder to
affect 2d10 + the witch’s Wisdom bonus creatures.
The toxin can affect creatures in several ways — ingestion/inhalation, contact, or by introducing it through a wound. The witch is immune to the effects. Anyone who comes in contact with the toxin must make a Will save (DC 10 + ½ witch level + Wisdom bonus) or have both Intelligence and Wisdom reduced to 1 each. In such a nearly-mindless state, the affected
creatures follow the witch’s commands as an undead zombie might follow an evil cleric’s commands. Creatures immune to mind-affecting effects are immune to the toxin.
While under the effects of the toxin, the creatures cannot speak or think for themselves. Unless told to eat, they will avoid food and starve to death. The witch is able to control a total number of creatures equal to 20 + her Wisdom bonus.
Some creatures are able to shake off the effects of the toxin sooner than others. After the end of one week under the effects, a creature receives a new saving throw (same DC). If the new save is successful, the creature shakes off the effects and recovers, but has no memory of the past week. If the new save is a failure, the creature remains under the witch’s sway longer. After one month, the affected creature receives a third saving throw, this time with a -5 penalty. If this save is successful, the creature shakes off the effects. However, if this save is also a failure, the creature is permanently affected unless a remove curse spell is cast upon them (killing the witch will not break this effect as it does with the black magic witch’s other rites). A detect magic spell reveals a strong aura of enchantment around the victim but no other information. A reveal curse (from The Book of Divine Magic ) will reveal full details of the enchantment and how to remove it.
Living Sacrifice (Su): At 20th level, the black magic witch learns the rite of living sacrifice. With this powerful rite, the witch sacrifices a living creature — possibly even a sentient humanoid — and gains power through an energy transfer.
The witch must first cast her circle, then she and the creature to be sacrificed must be within the circle. The creature to be sacrificed must be alive and in good health, but need not be awake and conscious (though many black magic witches prefer the victim to be awake and conscious because of their evil natures). For 2 full hours, the witch must chant the required words to the rite, then using her boline (a sacred knife used for actual cutting) the witch slits the sacrificial victim’s throat. As the creature dies, its life energy is transferred to the witch.
The witch gains bonus temporary hit points equal to the number of hit points of the sacrifice (maximum of 30 hit points). These bonus hit points fade at a rate of 1 hit point per day. The witch also receives a +2 bonus to her Wisdom and Charisma for 1 month. The living sacrifice rite can only be performed once per month, and must be performed under a new moon. If it is performed at any other time of the month, the rite does not work.
