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Way of the Witch
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<blockquote data-quote="Khur" data-source="post: 2010377" data-attributes="member: 5583"><p><em>D&D</em> spellcasting classes lack a solid underpinning in the cultures of differing campaign settings. Take the druid. Such a character seems to have a love of nature, and therefore nature's support. Yet, how does an elven druid differ from a halfling one? How does the druid actually acquire power for spells? Is it an intimate connection with nature itself or a connection to the divine rulers of nature? Well, the creators of <em>Way of the Witch</em> have endeavored to craft a supplement about a unique group of spellcasters, which remains distinctive through answering many such specific questions. It's the value to gaming of this in-depth approach, among other things, that this review explores.</p><p></p><p>The book is well written for the most part, especially in the narrative sections. This isn't surprising, since two novelists are on the author list. Even more exciting is the fact that all of the authors are female, a refreshing change from the male dominated world of gaming. The only problem with this multi-authored approach seems to be that the narrative text doesn't always match the expository text, which in turn doesn't always match the mechanics presented. For a quick example, the bard Mirelle (a character in the narrative) has witchy tendencies, and on the way to meet her first real witch, she "finds" her familiar (a wolf named Kyy). This "finding" runs counter to the ritual required by the mechanics (right out of the <em>Player's Handbook</em>), and would require Mirelle to have the Multiple Familiars feat (which she couldn't), due to the power of a wolf familiar. The most unfortunate fact here is that the alternative presented in the narrative is usually <em>more</em> interesting. </p><p></p><p><em>Way of the Witch</em>'s layout, though flawed in spots like the writing, is striking. In fact, it's one of the more attractive d20 products I've seen. Though some may lament the small type, this reader finds it beautiful. The 8-point face used for most of the body text also means the page count belies the actual amount of content, which must easily be over 100,000 words. Illustrations strengthen the latter point; while skillfully rendered by the sure hand of Thomas Denmark (sure to be sought after as an artist with the release of <em>Dungeoneer</em>), they are sparse. It's just too bad these drawings say so little, for most are simply the heads or posed figures of attractive women.</p><p></p><p>Though the art doesn't make this clear, it must be pointed out that the witches of Myrra are heavily based on the neo-pagan tradition of Wicca. Those familiar with this latter religion will recognize instantly customs and important aspects of the faith woven into this work. (In fact, the book is of high value to anyone wanting to incorporate such theology into a d20 campaign.) There's the idea of the consequences one's actions returning for good or ill (Threefold Law), a singular rule (do what you will, but harm none), creation of a "Book of Shadows", pentacles and candles, and the favoring of female practitioners and of feminine divine energies. All of this serves as a good and solid foundation for <em>Way of the Witch</em>, but the book builds on and diverges from this framework in interesting ways.</p><p></p><p>The witch is rendered as replacement core class with twenty levels. Endowed with a cleric's base attack progression and a suite of very nice abilities, if anything the witch is still underpowered due to built-in weaknesses. Iron susceptibility (more damage and a chance to lose spell abilities when struck), and the effects of the Threefold Law, serve to make it so witches must tread warily. While the former vulnerability is obviously derivative of fairy folklore, it seems odd for a group of beings so tied to the earth (is not iron of the earth?). This doesn't make the class bad at all, just harder to play (sic more fascinating and unique).</p><p></p><p>What makes up for the witch's overt weaknesses are powerful alternate magic systems like Circle Magic, Candle Magic, and True Rituals. Circle magic is where the defensive and nurturing nature of the good witch really becomes apparent. While a first-class attempt, it would have worked better if these abilities were created as typical d20 spells, instead of a specialized kind. Candle magic is equally appealing, and it's balanced by requiring the witch to have the Candle Magic feat. Some witch spells <em>require</em> candles as material components, which is nice. Unfortunately, it's not clear if the candles used as the focus of the spell have any other effect (like caster level bonuses). There are also some discrepancies between different parts of the book as to what specific candles do.</p><p></p><p>Ritual magic seems essential to the flavor of the witch, since covens play an integral part in the vocation. Covens can engage in ritual casting of regular spells (known and unknown), as well as spells that require ritual casting (based on a system in Sword & Sorcery's <em>Relics & Rituals</em>). However, the rules are too complex and result (unnecessarily) in great danger, especially to low-level witches partaking in a powerful work. Typical of d20 products, experience and monetary costs are utilized as a balancing factor, and (as usual) badly. For example, a simple Marriage Ritual costs 100 gold (even though this is in food and goods, it's a bit much for peasants or other lowly figures) and each caster must pay 10 XP (though the effects of the ritual do not improve if there are more casters). Such shortcomings are common in the rituals presented (and rituals in <em>Relics & Rituals</em>).</p><p></p><p>Like alternate magic systems (but less mechanical in nature), the karmic Threefold Law is both a welcome piece of color, a great effort at quantifying the metaphysical, and a disappointment. The rules governing the use of witch powers dictate that none may use the power to harm others, and the ramifications of doing so have clear in-game effects (such as bad luck and temporary or permanent loss of power). Yet, these rules lack regard for intent; that is, the fact that seemingly similar actions might be taken for very different reasons. The only way in which the Threefold Law does seem to apply intent is through saying a witch is not punished for harming creatures that are "always evil" per the <em>Monster Manual.</em> Strangely, the same law seems not to apply to how witches actually treat others (including their own kind, noting passages suggesting jealousy and rudeness), only to how magic is used. One supposes a DM is left to adjudicate when a breach really occurs. Even more peculiar, though, some prestige classes are not subject to the Threefold Law.</p><p></p><p>The prestige classes themselves seem very carefully constructed and add a lot to the culture of Myrra's witches. At first glance, one might suspect that some of the powers are too strong or come too early in the class advancement. On analysis, however, only one of the class abilities comes more than a level earlier than a counterpart from another class might be able to cast the given spell or have the same ability. In order to progress to full power in a prestige class, a witch must forgo the more potent core witch abilities. Since prestige class abilities are restricted in use by times per day, and some by other cultural ideals (such as having to <em>commune</em> with the Goddess before using a power), there are few problems.</p><p></p><p>Troubling issues mainly fall in the overwhelming power of destruction black witches wield and some issues with their opposites, the white witches. The ability of the black witch to deal out devastating attacks is heavy-handed and ripe for abuse should the class ever be used for a player character. That the class will be used for villains in heroic campaigns is not a defense; a level is a level for an NPC or a PC. Less skewed are the white witch's powers to heal. The problem lies not with the fact the white can heal so well, having access to powers her fellow witches can never develop. There's only the minor fact that a white witch gains the <em>heal</em> spell two levels before a cleric could cast the spell and three levels before any other witch could (if they could at all).</p><p></p><p>The vitke prestige class is arguably too powerful, though restricted in behavior, gaining witch spells at every level, two good saving throws, and a fighter base attack progression. Further, the witch guardian has access to a special ability at almost every level and a potent magical weapon. Of course, this class largely falls within the realm of NPCs, since the "Defender's Code" is so prohibitive.</p><p></p><p>There are also concerns with some of the skills provided in <em>Way of the Witch</em>. Four out of ten of the "new" skills fit arguably within the demesne of existing core skills. Conceal is part of Pick Pocket, Harvest is Profession (herbalist), Detect Taint falls into one of many skills that might be used to detect poison (Alchemy, Craft (poisons), Heal, Knowledge (poison)), and Detect Familiar would've found a better place as part of the Spellcraft skill. Knowledge (divination) is a new skill and could be out of the ordinary, only it has no clear game effect except when combined with feats.</p><p></p><p>The feats themselves fair better. Most provide major benefits, while some others are additionally great for flavor. On the other hand, a few feats should be spells or class abilities (Blight, Witch Sense--especially noting this latter abilty's use in the narrative), fall under skill usage (Brew Poison), or have other weaknesses. Great additions to the field of feats come in folklore-based item creation abilities (Craft Charmes (spelling from the book) and Craft Fetish), which have been missing from <em>D&D</em> all along. Equally significant are feats that provide benefits due to organizational membership.</p><p></p><p>Another noteworthy part of <em>Way of the Witch</em> is the way in which familiars are handled (and here is a section where more diverse art would have been welcome). Creating a familiar for a witch is more like creating another character; each familiar is unique, despite similar species. Unlike the familiar of a sorcerer or wizard, witch familiars get only a few defined abilities, accessing special familiar feats for their other talents. A system for gaining the services of a more powerful creature as a familiar is also presented, which seems to work well by basing the acquisition of more (or more impressive) familiars on the witch's level and a her possession of the Multiple Familiars feat. Though I'm not a fan of the familiar as a class ability, with these rules I could become one.</p><p></p><p><em>Way of the Witch</em> has excellent depth of this sort throughout, but it does fall short in a few ways. First of all, the book mentions holy days for witches in passing (Beltane and Samhain), but never really explains what and when these days are. Sacred sites and places of power are also mentioned, but only described shallowly. While it's fine to have a several pages dedicated to narrative on coven hierarchy, seven on witch organizations specific to Myrra, and more than a page solely used for witch clothing habits, these uses of space seem imbalanced when other aspects of the culture are left out completely. </p><p></p><p>Similarly, the book's sample characters are good, but the space consumed by their inclusion is overmuch, simply because of the way the statistics are presented. These stats appear complete (besides lack of CRs), but the presentation conforms to no standard in the d20 industry. It would have been better to have the stats in Chronicle block format (as appears in <em>Dungeon</em> magazine) or <em>D&D</em> standard format (as presented in the <em>DMG</em>). This is especially true considering the lack of some witch information in the book, about which I complained above, and the general usefulness of some of these characters. (One is a great and frightening villain, while the others are more limited in scope.)</p><p></p><p>One other notable (if minor) foible in <em>Way of the Witch</em> is the lack of delineation of OGC. While one could assume, given Citizen Games' track record, that this book is all open (besides the narratives, art, and graphic design), there's no indication that this is so. Hopefully, all will be made clear on the Citizen Games website or in future printings (if any).</p><p></p><p>All told, <em>Way of the Witch</em> is a successful venture, but nowhere near as good as <em>Sidewinder</em> (in any way). Where it falters, a creative DM can provide the necessary parts, especially if that DM is versed on real-world or mythological witchery. The profundity of the work is such that witches can be a cultural force in a fantasy campaign, even standing alone as the only spellcasting class. This book is one to give a go, in addition to (or instead of), more generic books. In contrast to what some d20 companies seem to think, specific ideas and creations with life and culture <em>are</em> functional for gamers. <em>Way of the Witch</em> is excellent proof.</p><p></p><p>(3.75, <img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p><p></p><p>This review was originally written for <a href="http://www.unitedplaytest.com/gamingfrontiers/index.html" target="_blank">Gaming Frontiers</a> on 02/11/03.</p></blockquote><p></p>
[QUOTE="Khur, post: 2010377, member: 5583"] [i]D&D[/i] spellcasting classes lack a solid underpinning in the cultures of differing campaign settings. Take the druid. Such a character seems to have a love of nature, and therefore nature's support. Yet, how does an elven druid differ from a halfling one? How does the druid actually acquire power for spells? Is it an intimate connection with nature itself or a connection to the divine rulers of nature? Well, the creators of [i]Way of the Witch[/i] have endeavored to craft a supplement about a unique group of spellcasters, which remains distinctive through answering many such specific questions. It's the value to gaming of this in-depth approach, among other things, that this review explores. The book is well written for the most part, especially in the narrative sections. This isn't surprising, since two novelists are on the author list. Even more exciting is the fact that all of the authors are female, a refreshing change from the male dominated world of gaming. The only problem with this multi-authored approach seems to be that the narrative text doesn't always match the expository text, which in turn doesn't always match the mechanics presented. For a quick example, the bard Mirelle (a character in the narrative) has witchy tendencies, and on the way to meet her first real witch, she "finds" her familiar (a wolf named Kyy). This "finding" runs counter to the ritual required by the mechanics (right out of the [i]Player's Handbook[/i]), and would require Mirelle to have the Multiple Familiars feat (which she couldn't), due to the power of a wolf familiar. The most unfortunate fact here is that the alternative presented in the narrative is usually [i]more[/i] interesting. [i]Way of the Witch[/i]'s layout, though flawed in spots like the writing, is striking. In fact, it's one of the more attractive d20 products I've seen. Though some may lament the small type, this reader finds it beautiful. The 8-point face used for most of the body text also means the page count belies the actual amount of content, which must easily be over 100,000 words. Illustrations strengthen the latter point; while skillfully rendered by the sure hand of Thomas Denmark (sure to be sought after as an artist with the release of [i]Dungeoneer[/i]), they are sparse. It's just too bad these drawings say so little, for most are simply the heads or posed figures of attractive women. Though the art doesn't make this clear, it must be pointed out that the witches of Myrra are heavily based on the neo-pagan tradition of Wicca. Those familiar with this latter religion will recognize instantly customs and important aspects of the faith woven into this work. (In fact, the book is of high value to anyone wanting to incorporate such theology into a d20 campaign.) There's the idea of the consequences one's actions returning for good or ill (Threefold Law), a singular rule (do what you will, but harm none), creation of a "Book of Shadows", pentacles and candles, and the favoring of female practitioners and of feminine divine energies. All of this serves as a good and solid foundation for [i]Way of the Witch[/i], but the book builds on and diverges from this framework in interesting ways. The witch is rendered as replacement core class with twenty levels. Endowed with a cleric's base attack progression and a suite of very nice abilities, if anything the witch is still underpowered due to built-in weaknesses. Iron susceptibility (more damage and a chance to lose spell abilities when struck), and the effects of the Threefold Law, serve to make it so witches must tread warily. While the former vulnerability is obviously derivative of fairy folklore, it seems odd for a group of beings so tied to the earth (is not iron of the earth?). This doesn't make the class bad at all, just harder to play (sic more fascinating and unique). What makes up for the witch's overt weaknesses are powerful alternate magic systems like Circle Magic, Candle Magic, and True Rituals. Circle magic is where the defensive and nurturing nature of the good witch really becomes apparent. While a first-class attempt, it would have worked better if these abilities were created as typical d20 spells, instead of a specialized kind. Candle magic is equally appealing, and it's balanced by requiring the witch to have the Candle Magic feat. Some witch spells [i]require[/i] candles as material components, which is nice. Unfortunately, it's not clear if the candles used as the focus of the spell have any other effect (like caster level bonuses). There are also some discrepancies between different parts of the book as to what specific candles do. Ritual magic seems essential to the flavor of the witch, since covens play an integral part in the vocation. Covens can engage in ritual casting of regular spells (known and unknown), as well as spells that require ritual casting (based on a system in Sword & Sorcery's [i]Relics & Rituals[/i]). However, the rules are too complex and result (unnecessarily) in great danger, especially to low-level witches partaking in a powerful work. Typical of d20 products, experience and monetary costs are utilized as a balancing factor, and (as usual) badly. For example, a simple Marriage Ritual costs 100 gold (even though this is in food and goods, it's a bit much for peasants or other lowly figures) and each caster must pay 10 XP (though the effects of the ritual do not improve if there are more casters). Such shortcomings are common in the rituals presented (and rituals in [i]Relics & Rituals[/i]). Like alternate magic systems (but less mechanical in nature), the karmic Threefold Law is both a welcome piece of color, a great effort at quantifying the metaphysical, and a disappointment. The rules governing the use of witch powers dictate that none may use the power to harm others, and the ramifications of doing so have clear in-game effects (such as bad luck and temporary or permanent loss of power). Yet, these rules lack regard for intent; that is, the fact that seemingly similar actions might be taken for very different reasons. The only way in which the Threefold Law does seem to apply intent is through saying a witch is not punished for harming creatures that are "always evil" per the [i]Monster Manual.[/i] Strangely, the same law seems not to apply to how witches actually treat others (including their own kind, noting passages suggesting jealousy and rudeness), only to how magic is used. One supposes a DM is left to adjudicate when a breach really occurs. Even more peculiar, though, some prestige classes are not subject to the Threefold Law. The prestige classes themselves seem very carefully constructed and add a lot to the culture of Myrra's witches. At first glance, one might suspect that some of the powers are too strong or come too early in the class advancement. On analysis, however, only one of the class abilities comes more than a level earlier than a counterpart from another class might be able to cast the given spell or have the same ability. In order to progress to full power in a prestige class, a witch must forgo the more potent core witch abilities. Since prestige class abilities are restricted in use by times per day, and some by other cultural ideals (such as having to [i]commune[/i] with the Goddess before using a power), there are few problems. Troubling issues mainly fall in the overwhelming power of destruction black witches wield and some issues with their opposites, the white witches. The ability of the black witch to deal out devastating attacks is heavy-handed and ripe for abuse should the class ever be used for a player character. That the class will be used for villains in heroic campaigns is not a defense; a level is a level for an NPC or a PC. Less skewed are the white witch's powers to heal. The problem lies not with the fact the white can heal so well, having access to powers her fellow witches can never develop. There's only the minor fact that a white witch gains the [i]heal[/i] spell two levels before a cleric could cast the spell and three levels before any other witch could (if they could at all). The vitke prestige class is arguably too powerful, though restricted in behavior, gaining witch spells at every level, two good saving throws, and a fighter base attack progression. Further, the witch guardian has access to a special ability at almost every level and a potent magical weapon. Of course, this class largely falls within the realm of NPCs, since the "Defender's Code" is so prohibitive. There are also concerns with some of the skills provided in [i]Way of the Witch[/i]. Four out of ten of the "new" skills fit arguably within the demesne of existing core skills. Conceal is part of Pick Pocket, Harvest is Profession (herbalist), Detect Taint falls into one of many skills that might be used to detect poison (Alchemy, Craft (poisons), Heal, Knowledge (poison)), and Detect Familiar would've found a better place as part of the Spellcraft skill. Knowledge (divination) is a new skill and could be out of the ordinary, only it has no clear game effect except when combined with feats. The feats themselves fair better. Most provide major benefits, while some others are additionally great for flavor. On the other hand, a few feats should be spells or class abilities (Blight, Witch Sense--especially noting this latter abilty's use in the narrative), fall under skill usage (Brew Poison), or have other weaknesses. Great additions to the field of feats come in folklore-based item creation abilities (Craft Charmes (spelling from the book) and Craft Fetish), which have been missing from [i]D&D[/i] all along. Equally significant are feats that provide benefits due to organizational membership. Another noteworthy part of [i]Way of the Witch[/i] is the way in which familiars are handled (and here is a section where more diverse art would have been welcome). Creating a familiar for a witch is more like creating another character; each familiar is unique, despite similar species. Unlike the familiar of a sorcerer or wizard, witch familiars get only a few defined abilities, accessing special familiar feats for their other talents. A system for gaining the services of a more powerful creature as a familiar is also presented, which seems to work well by basing the acquisition of more (or more impressive) familiars on the witch's level and a her possession of the Multiple Familiars feat. Though I'm not a fan of the familiar as a class ability, with these rules I could become one. [i]Way of the Witch[/i] has excellent depth of this sort throughout, but it does fall short in a few ways. First of all, the book mentions holy days for witches in passing (Beltane and Samhain), but never really explains what and when these days are. Sacred sites and places of power are also mentioned, but only described shallowly. While it's fine to have a several pages dedicated to narrative on coven hierarchy, seven on witch organizations specific to Myrra, and more than a page solely used for witch clothing habits, these uses of space seem imbalanced when other aspects of the culture are left out completely. Similarly, the book's sample characters are good, but the space consumed by their inclusion is overmuch, simply because of the way the statistics are presented. These stats appear complete (besides lack of CRs), but the presentation conforms to no standard in the d20 industry. It would have been better to have the stats in Chronicle block format (as appears in [i]Dungeon[/i] magazine) or [i]D&D[/i] standard format (as presented in the [i]DMG[/i]). This is especially true considering the lack of some witch information in the book, about which I complained above, and the general usefulness of some of these characters. (One is a great and frightening villain, while the others are more limited in scope.) One other notable (if minor) foible in [i]Way of the Witch[/i] is the lack of delineation of OGC. While one could assume, given Citizen Games' track record, that this book is all open (besides the narratives, art, and graphic design), there's no indication that this is so. Hopefully, all will be made clear on the Citizen Games website or in future printings (if any). All told, [i]Way of the Witch[/i] is a successful venture, but nowhere near as good as [i]Sidewinder[/i] (in any way). Where it falters, a creative DM can provide the necessary parts, especially if that DM is versed on real-world or mythological witchery. The profundity of the work is such that witches can be a cultural force in a fantasy campaign, even standing alone as the only spellcasting class. This book is one to give a go, in addition to (or instead of), more generic books. In contrast to what some d20 companies seem to think, specific ideas and creations with life and culture [i]are[/i] functional for gamers. [i]Way of the Witch[/i] is excellent proof. (3.75, B-) This review was originally written for [url=http://www.unitedplaytest.com/gamingfrontiers/index.html]Gaming Frontiers[/url] on 02/11/03. [/QUOTE]
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