The Spirit Realm, The Winged Goddess, and The Fanged God Magical Ichor Game Mechanics Magick Manipulation Skills Learning Spells Talismans, Totems, and Artifacts
Spells Dathomir Spells Creating Spells Rituals Potions

Dathomir Witch Magicks


"I am not a natural Force wielder like the Jedi or Sith. I use dark magick to achieve power."

―Mother Talzin

 

Magick, also known as Shadow Magic, Force Magic, or Force Sorcery, was a supernatural technique that allowed a practitioner to wield great powers connected to the Force. The Nightsister witches of Dathomir were wielders of Magick, of which Old Daka was the most powerful.

 

"Magick is a living thing. It arises from blood and trees and mist. It flows through your veins already, but we will reshape you to channel it."

―Shelish, to the Smuggler

 

The supernatural technique known as Magick, which offered great powers from both the dark and light sides of the Force, was known for being used by the Nightsisters of Dathomir. Believing that the Winged Goddess and The Fanged God, of the spirit realm, were the two natures of Magick that needed to be balanced if to be used effectively. It was also believed that only females were capable of this balance, where males tended to give into their virile natures. This is also why Nightbrothers were kept in compounds, away from the Nightsisters. The spirit realm is felt strongly on Dathomir. The Spirits were supernatural beings which the Nightsisters of Dathomir thought to exist. It could be that the Spirits are a primitive view of the Force. The witches believed the Spirits bestowed their blessings on Dathomir and allowed the practice of magicks by tapping into their energy.

 

"It is a core truth of the Nightsisters that the spirit plane exists parallel to our own."

―Mother Talzin

 

The Spirit Realm, The Winged Goddess, and The Fanged God

 

According to the beliefs of the Nightsisters, there was another realm, a parallel plane to the physical world that was inhabited by spirits. This spiritual realm was thought to be governed in balance by the Twin Deities, the Winged Goddess and the Fanged God, which were depictions of the Light and dark side of the Force.

 

In her instructional treatise entitled Wild Power, Clan Mother Talzin implied there was a single representative spirit for each animal species in the spirit realm, something she calls the "ur-spirit." These ur-spirits were the other inhabitants of the spiritual realm, under the rule of the Twin Deities. The ur-spirits of animals, according to Talzin, are "red and raw," while that of plants "pulses with a deep green" and is "quieter and more content." All spirits and their physical counterparts constituted Dathomir's "life web."

 

The Nightsisters also believed the two realms were so close to Dathomir that only their shamans could carry messages between them. The shamans of the Nightsisters were thought to have been "chosen" to encounter and interact with the spirit world. They were thought to act as a conduit for the Spirits themselves

 

"The spirits bestow fertility upon our tribe and visit us when sickness and death come upon one of our sisters as well as to claim the spirits of those who have fallen."

―Mother Talzin

 

According to the lore, the Spirits bestowed fertility upon the clans and claimed the souls of the dead. Nightsisters' talismans were thought to have been empowered by the spirits. Darth Sidious thought those artifacts were not very different from the ones made by the ancient Sith, but no alchemist had ever been known to duplicate the non-conventional effects of the Nightsisters' talismans, such as metamorphosis. Such a supernatural, alchemic-power deficiency among the Sith throughout their history Sidious thought "curious".

 

The last Nightsister, Shelish, described Nightsister Magick very similarly to the Force: as a living thing that arises from blood, trees, and mist. Anyone could learn to use Magick, so long as they were Force-sensitive, as demonstrated by the Smuggler; however, first, they must breathe in a special energized mist which transforms their blood into ichor. The ichor, which appeared as a green mist, could then be used in the magicks. Sometimes, a special talisman or other tools were used during the ritual to energize the mist.

 

The Winged Goddess 

 

The Winged Goddess appears as a blinding-white gryphon. She governs fertility and growth, and acts as a mediator to reconcile wounded parties. She knows all that has occurred and everything that is yet to come. 

 

Channeling the Winged Goddess brings forth great quantities of spirit ichor into the physical realm. This ichor appears as green smoke, but it can be given physical shape and mass as well as be manipulated in spellcasting by a gifted caster. 

 

Areas of spells that the Winged Goddess commanded are: Conjuration, Divination, Scrying, Mesmerism, Call Spirits, 

 

The Fanged God

 

The Fanged God governs virility and the hunt. He also communicates smells, sounds, and tastes. He is the counterpart to the Winged Goddess and is equally important to the governance of the spirit realm. Spells concerning Tracking, Sacrifice, and drinking blood(!), are in his realm. He can sharpen perception via the Blood Trail spell. 

 

The magic of the Fanged God is so powerful that the channeling of it can burst minor blood vessels in our physical bodies, raising bruises on the cheeks and around the eyes. Considered scars of shame by witches who follow the Book of Law, Nightsisters view these as brands of honor. So began the tradition of facial tattooing. Nightbrothers are also similarly marked.  

 

The Fanged God conjures the Wild Hunt each year, when the four moons of Dathomir are at their brightest. He is not difficult to channel, everytime you fight or feast or bleed, you are communing with him. 

 

Magical Ichor

 

Magical Ichor, also known as the Waters of Life or Spirit Ichor, was a luminescent green mist that originated in the depths of Dathomir. The Nightsisters knew how to summon that ichor through their magicks and use it to create physical objects out of the ether.

 

Magical Ichor could be manipulated by witches such as Nightsister Mother Talzin. Talzin was able to use ichor to conjure a goblet of blackroot. Talzin was  also able to produce a sword out of ichor that she used to duel Jedi Master Mace Windu with.

 

Examples: 

 

Mother Talzin was one of the Nightsisters' most powerful witches. Talzin was able to use her magick to heal Asajj Ventress, create a blackroot drink, and transform Savage Opress into an unnatural monster. Talzin was able to combine her magick with voodoo to torture her enemies from afar and communicate with them from afar. Old Daka, who was regarded as the most powerful magick user, was able to use the Chant of Resurrection to resurrect numerous Nightsisters mummies and bring them back as zombies.

 

Following the massacre on Dathomir, Talzin used a great deal of her magick to heal her son, Maul's mind, memories, and equip him with new metal legs. She was successful but soon became trapped in the spirit world. Talzin attempted to return to the physical world by using a sphere supplied by the Frangawl Cult but failed due to interference from Jedi Master Mace Windu and Naboo representative Jar Jar Binks. Despite the setback, Talzin was able to stay in contact with Maul by appearing as a green mist. Talzin attempted to regain her physical body by using Dooku as a sacrifice. At first, she was successful, but she was ultimately killed by General Grievous.

 

When Jedi Padawan Learner Cal Kestis explored Dathomir in his search for a Zeffo Astrium, Nightsister Merrin used Magick to reanimate her dead sisters in an attempt to stop him from trespassing. She used it again to immobilize Fallen Jedi Master Taron Malicos and bury him alive in the Tomb of Kujet. She also possessed the ability to teleport through the use of Magick.

 

Game Mechanics

 

Characters who are going to be Dathomir witches must choose the Force Sensitive feat and Dathomir Witch feat. This gives them a new attribute called Magick Manipulation. They then choose their first four skills and allocate dice as normal. For each whole die in a skill, they can have that many spells under that skill. 

 

Feat

 

Dathomir Witch- You were born and raised on Dathomir, are female, and trained as a Witch. You have passed the Test of Fury, Night, and Elevation, and are now worthy.  Or adopted into it, or possibly male…? 

 

Prerequisite: Force Sensitive Feat.

 

Benefits: You now have an Magick Manipulation attribute and can choose up to 4 of the skills under it. The skills are: Abjuration, Alteration, Conjuration/Summoning, Craft Item, Divination, Enchantment, Evocation, Potions, and Rituals. You have a number of spells under the chosen skills equal to your whole die of skill. (Evocation 3D+2 means 3 spells, while Divination 4D+1 is 4 spells, and so on.)

 

Magick Manipulation Skills

 

Abjuration-Protective spells, as well as spells which cancel or interfere with other spells

Alteration-Altering or Enhancing people places or things

Conjuration/Summoning -creating or calling people places or things

Craft Item -creating items, such as Focus Items, Talismans, Totems, and Artifacts

Divination -Sensing or viewing people places or things

Enchantment-Affecting the minds of others including influencing or controlling their behavior

Evocation - Active magick, usually quick attack spells

Potions - Substances that can be ingested 

Rituals - Slower spells sometimes requiring others to help, but more powerful effects

 

Example: 

Gwen has created Ursas, a Dathomir witch, she allocated 3D to Magick Manipulation, and choses the following skills: Craft Item, Alteration, Evocation, and Potions. She has allocated dice to the skills as such:

 

Magick Manipulation 3D

Craft Item 4D+2

Alteration 5D+1

Evocation 5D+2

Potions 4D+1

 

So Ursas can have 4 crafted items, 5 Alteration spells, 5 Evocation spells, and 4 potions. 

 

Later after going up a level and allocating some pips to her skills, Ursas now has: 

 

Magick Manipulation 3D

Craft Item 4D+2

Alteration 5D+1

Evocation 6D+1

Potions 5D

 

Which means that Ursas has 4 crafted items, 5 Alteration spells, 6 Evocation spells, and 5 potions. 

 

Note: If a character is not force sensitive, there is a somewhat dangerous ritual, the Ritual of Transference that can add the needed Force Sensitive and Dathomir Witch feats. The Ritual of Transference is detailed in the Spells section. 

 

Learning Spells

 

To learn spells, witches usually go through the grimoires of their clan or seek out specific witches to learn from them. While learning spells, witches will write them down in their grimoires of their own. Mechanically, learning spells is the same method as learning skills. 

 

Grimoires and Spell Limits

 

Grimoires can contain more spells than what a witch can use in a session. Like in our example, Ursas can only have 5 Alteration and 6 Evocation spells. So Gwen, Uras’ player, decides which 5 Alteration and 6 Evocation spells are ‘Active’ for her character. Later, when there is a lull in the game, where the PCs are resting or traveling, Uras can swap out spells from her Grimoire. Usually it takes a Moderate spell skill check for each one. A 1 on the Wild Die means that the spell was not swapped out successfully or it was swapped and now won’t work correctly or wildly. (Could be… ‘fun’)

 

Adding to the Grimoire

 

When a witch finds other witches or other Grimoires or experiments and creates a new spell, they may add to their Grimoire. Doing so requires a spell skill check at the new spell’s difficulty. A 1 on the Wild Die means it was not transposed or written correctly and when the witch attempts the spell, it will fail or have different effects. (Might be…. ‘interesting’)

 

Worth noting that a witch could find or steal a Grimoire from another witch and skip the transposing or writing and just use the spells from the purloined Grimoire. Though some witches put their spells in codes or curse their Grimoires or other protections. So be careful! Some of the more typical or older spells are codified in Grimoires that are free to use for beginning witches and can be found in most clans. Even further still, there are some witches that freely give their spells to any that request them. Other witches require payment or compensation of some kind. Even a Geas, possibly. 

 

 Talismans, Totems, and Artifacts

 

 Talismans, Totems, and Artifacts are created through crafting rituals and use of particular materials and components using a skill under Magick Manipulation called Craft Item. This skill can be specialized for particular Talismans, Totems, and Artifacts, reflecting a particular skill in making that kind of item. Talismans, Totems, and Artifacts are different from Focus Items. Focus Items do not contain spells or powers of themselves, rather they help focus the ichor for a spell. 

 

Basic Difficulties for  Talismans, Totems, and Artifacts using the Crafting Item skill:

 

Talismans: the spell’s difficulty + 10

Totems: spell’s difficulty + 15

Artifacts: spell’s difficulty +30

 

Time needed can be hours or days depending on availability of materials and difficulty of the spell. 

 

Focus Items are only a Crafting Item difficulty of 10 or less. Can take minutes or hours to create depending on the availability of materials and complexity of the item. 

 

Talismans

 

Talismans are crafted and imbued magical devices that allow strong spells or abilities to be accessed by the one wearing them. Typically can be used once or twice a day. Unlimited charges typically, they are in harmony with the energies necessary to do the magickal work. Talismans are usually in the form of an amulet or a ring.

 

Name of Taliman

Difficulty: Difficulty number for Crafting Item skill. 

Material: Description of materials making the Talisman

Effect(s): Any game mechanic effects of note

Duration: How long the effects last

Charges per day: How many times a day it can be activated. 

Note: Details about the Talisman and what it can do, mostly non-game mechanics information. 

 

Known Dathomir Talismans

 

Talismans of Transformation

 

The Talismans of Transformation allow the user to transform into the creature

named for the Talisman. 

 

Talisman of the Raven

Difficulty: 20

Material: Amulet of a Raven’s head, made out of Onyx material

Effect(s): Transform into a Raven: 

Dex 4D, Dodge 5D, Str 2D, Brawling 5D, Stamina 4D, Knowledge 1D, Perception 3D, Search 5D, Mechanical 0D, Technical 0D, Beak: STR+1D, Diving attack STR+1D, Move: 32 flying/16 gliding, Small size for scaling. 

Duration: Until triggered

Charges per day: 2

Note: Transform into a Raven

 

Talisman of Bolma

Difficulty: 25

Material: Green ring with a yellow eye for the jewel

Effect(s): Transform into a Bolma: 

Dex 3D, Str 4D, Brawling 4D+1, Stamina 4D, Perception 2D, Move: 35; 100 km/h (during day), 7; 20 km/h (at night) Size: 1.3-2.1 meters tall at shoulder

Orneriness: 3D

Duration: Until triggered

Charges per day: 1

Note: Bolmas were reptiles that lived on Dathomir. They grazed in herds. Generally they were docile beasts, but elder males could be aggressive. Their physiology was almost exactly like a dewback, save two short shoulder spikes, and stubby eye stalks. Though primarily native to Dathomir, bolmas were known to also live on Endor's forest moon.

 

Talisman of Brackaset

Difficulty: 25

Material: Silver ring inscribed with runes

Effect(s): Transform into a Brackaset:

DEXTERITY 2D+2, PERCEPTION 1D, STRENGTH 6D

Special Abilities: Headbutt: Does Strength +2D damage.

Move: 30, Size: 3 meters high

Orneriness: 2D+1

Duration: Till triggered

Charges per day: 2

Note:The Brackaset are docile mount beasts that lived on Dathomir. They have an almost identical appearance to the falumpaset of Naboo. However, they are distinctly separated as a species for their skin folds that resembled armored plating.

 

Talisman of Burra Fish

Difficulty: 20

Material: Amulet of a Burra Fish, silver metal

Effect(s): Transform into a Burra Fish

DEXTERITY 3D, PERCEPTION 2D, STRENGTH 1D

Move: 8, Size: 6 centimeters long

Duration: Till triggered

Charges per day: 2

Note: A species of fish native to the planet of Dathomir.

 

Talisman of Age

Difficulty: 25

Material: Gold ring with black script

Effect(s): Age reduces to the prime, adding +3D to attributes, spread among those atrophied with age. 

Duration: 15 minutes

Charges per day: 1 

Note: Tap into the animal nature of Humans to restore the vigor of their youth for a brief moment.


 

Talisman of Finding

Difficulty: 42

Material: Amulet with a Gem encircled by brass or gold.   

Effect(s): User focuses on target and the amulet will glow blue and sometimes impart direction or place-names to guide user to target. 

Duration: Until target found or till user disengages from search. 

Charges per day: Infinite till target found or user disengages, then charge lost. 

Note: The Talisman of Finding, also known as the magic talisman, was an amulet given to Savage Opress by Mother Talzin during the Clone Wars. After Opress broke free of the spell that made him loyal to Asajj Ventress, who intended to use him to exact her revenge against her former master Count Dooku, he returned to Dathomir to seek wisdom from Mother Talzin. Talzin gave him the amulet and told him to use it to seek out his long-lost brother, the former Sith Lord Maul. The talisman would glow blue as Opress discovered clues to his brother's whereabouts on Stobar as well as glowing as he neared his brother's location on Lotho Minor.

 

Talisman of Counterspell

Difficulty: 20

Material: Silver amulet resembling wings of the Winged Goddess

Effect(s): 10D vs the offending spell’s difficulty. If successful, the spell is redirected back at its caster. 

Duration: Instant

Charges per day: 3

Note: It offered protection from the magicks of others by 

deflecting the spells back onto their casters.

 

Totems

 

Totems are also crafted  and imbued magical devices that allow even stronger spells or summonings to be accessed by the one wearing them. Totems, as used by the Nightsisters of Dathomir, were known to craft small idols representing someone they wished to inflict harm on, and, with great effort and expenditure of spirit ichor, suffuse them with the life energy of the victim through a strand of hair and a roiling cauldron containing the "waters of life." By pricking the totem with needles or even throwing it in a boiling cauldron, they could transfer the pain through the "spirits" to the victim it represented. During the Separatist attack on the Nightsisters during the Clone Wars, Mother Talzin used this technique against Count Dooku, a lock of whose hair she kept. There were also totems used to summon creatures or even the spirits of creatures. Some Totems were meant to be swallowed, where their power is released and the spell effects are granted. These were typically one use items. 

 

Known Dathomir Totems

 

Totem of Familiars

 

Calls animals and creatures of specific types to you

 

Totems of Familiars were Nightsister artifacts blessed with magic that called an animal to the wielder's side. These familiars helped casters accomplish some of the most difficult magic. A Familiar spirit could also be summoned by using a Totem.

 

Totem of <Familiar Name Here>

Difficulty: 35

Material: Carved animal shape from various materials

Effect(s): The animal familiar will come to the caster’s side and obey commands. If the animal is not nearby, a range of 100m, then a spirit of the animal comes to the caster. Spirit animals have most of the abilities of a regular animal, but also a spirit form, so not entirely corporeal….

Duration: Until released

Charges per day: No limit



 

Totems of Elementals

 

Types of Elements: Night, Sunlight, Smoke, Ice, Flame, Clay, & Wood

 

Totems of the Elementals were Nightsister artifacts that could summon Night, Sunlight, Smoke, Ice, Flame, Clay, and Wood. They were powerful, primal entities and would not always obey the wielder's bidding.

 

Totem of <Element Name Here>

Difficulty: 45

Material: A hollowed out crystal with the element’s substance in it. 

Effect(s): Summon an elemental of a certain type.  

Duration: 5 rounds

Charges per day: Unlimited

Note: Elementals have the following stats:

 

Smoke Elemental

Dexterity 5D:  flying 6D

Mechanical 2D

Strength 2D; Brawling 5D+1

Knowledge 1D+2

Technical 1D+2

Perception 1D; Sneak 5D+1

Move: 20

Natural Abilities: air push (damage

+1D); immune to air attacks, disease,

and poison; vulnerability to earth-based

attacks (receive +2D to damage

from these)

 

Night Elemental

Dex 4D, Dodge 6D, flying 6D; rest of stats 2D. 

Natural Abilities: cast darkness 6D, immune to 

energy attacks or laser attacks. Vulnerable to

Light and such. 

 

Sunlight Elemental

Dex 4D, Dodge 6D, flying 6D; rest of stats 2D. 

Natural Abilities: sunburst beam 6D, immune to 

energy attacks or laser attacks. Vulnerable to

darkness and shadows

 

Ice Elemental

Dex 2D, Dodge 4D; Str 5D, Brawling 8D; rest of stats 2D. 

Natural Abilities: ice fist (damage

+2D); immune to cold, disease,

and poison; icey exterior (Armor

Value +1D); Ice jet (damage 3D; range

6/—/—); vulnerability to fire attacks 

(receive +2D to damage from these, 

which its exterior cannot resist)

 

Fire Elemental

Dex 4D, Dodge 6D, flying 6D; rest of stats 2D. 

Natural Abilities: fire fist (damage

+2D); immune to fire, disease,

and poison; fiery exterior (Armor

Value +1D); fire jet (damage 3D; range

6/—/—); vulnerability to water attacks 

(receive +2D to damage from these, 

which its exterior cannot resist)

 

Clay Elemental

Str 6D; Brawling 8D, Dex 2D, 1D for the rest. 

Natural Abilities: immune to earth

attacks, disease, and poison; stone fist

(damage +2D); stone exterior (Armor

Value +2D); vulnerability to air attacks

(receive +2D to damage from these,

which its exterior cannot resist)

 

Wood Elemental

Str 6D; Brawling 8D, Dex 2D, 1D for the rest. 

Natural Abilities: disease, and poison; wood fist

(damage +2D); wood exterior (Armor

Value +2D); vulnerability to fire attacks

(receive +2D to damage from these,

which its exterior cannot resist)


 

Artifacts

 

Artifacts are extremely powerful items that are usually unique. They usually have a very specific purpose and use. Most artifacts are plot devices and don’t usually have stats. Beware that these are very unbalancing in a game, so use them judiciously. 

 

Bardottan Sphere

 

The Bardottan Sphere was an orb created by the Nightsisters of Dathomir. In 19 BBY, it was used by members of the Frangawl Cult to drain the Living Force from kidnapped members of the Dagoyan Order on the planet Bardotta. Later, the Nightsister Mother Talzin attempted to use the Bardottan Sphere and the captive Queen Julia as part of a ritual on Zardossa Stix to increase her Force powers. Talzin and the Frangawl Cult were thwarted by the Jedi Master Mace Windu and the Gungan Junior Representative Jar Jar Binks.

 

Zardossa Stix Lens Device

 

Upon that tower rests a device that can harness the energy of the sun. When the lenses are aligned, the energy will rip your spirit from you and I will gather it here."

―Mother Talzin, to Queen Julia

 

A device was located on the moon Zardossa Stix, on a tower near the Temple of Malmourral. The device was a contraption made up of several lenses which could harness the energy of a star. It was connected to a large circular contraption that an individual could be attached to. The device was intended to be used by Mother Talzin in order to harness the Living Force from the Queen of Bardotta, Julia. The Living Force from Julia would be transferred to the Bardottan Sphere, which would be combined with Talzin's magick in order to make her more powerful than any Jedi or Sith.

 

Talzin's plan was foiled by the arrival of Jedi Master Mace Windu and his companion Junior Representative Jar Jar Binks. The living sphere was destroyed during the battle between Talzin's followers, the Frangawl Cult, and Binks, which unleashed a shockwave which also destroyed the lens device. Having failed, Talzin disappeared.

 

Spells

 

Spells are a somewhat codified way to channel Nightsister Magicks techniques handed down and are well known to become spells in a witch’s Grimoire. 

 

Spell Entry Definitions

 

Spell Name Here

Skill: One of the Magick Manipulation skills needed to perform the spell. May use attribute roll if desperate….!

Difficulty: How difficulty a skill roll is it to create the spell?

Vocal: A vocal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. You must be able to speak to provide this component.

Gestures: A gesture component is a specific hand movement or gesture that generates a magical nexus. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. Spells that require you to touch the target require a gesture component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Material: A material component is a bit of physical matter consumed in the casting of the spell. That component(s) is expended in the casting (even if the spell is disrupted). Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Focus Item: A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Ritual: Some spells require more than one participant and an involved ritual. 

Effect(s): What the spell does and any game related mechanics defined here.  

Range: How far does the spell reach or effect? Usually expressed in meters, however, some spells work based on relationships or across galactic distances. Some require touching the target, others affect self. 

Duration: How long does the spell last, in time units. Many times instant, or 1 min per die of skill, or 1 hour per die of skill, could be permanent,  and so on. 

Note: Special notation here or maybe some trivia. 

 

Casting a Spell

A caster casts a spell by rolling the skill required for the spell vs. the spell’s listed difficulty. When the roll succeeds, the spell goes off according to design. If it fails, nothing happens. Spells usually require a single action to launch. Spells marked as ‘can be maintained’ will require a Concentration skill roll to maintain each turn or if something attempts to disrupt their concentration. 

 

Canceling a Spell

 

A casted spell with a duration longer than Instant, can be canceled by the caster with a Moderate difficulty either by the Spell’s skill or a Willpower roll. If successful, then the spell dissipates immediately. If unsuccessful, the spell continues until its duration is met or another attempt to cancel is made and is successful. If a 1 is rolled on the wild die, the attempt fails and any effects are doubled.

 

Increasing a Spell

 

A spell’s effect can be increased, which increases the difficulty of the spell. Use the charts below in the Creating Spells section for additional bonuses to difficulty numbers based on what extra parameters are being attempted. 

 

Example: Salish attempts to make the spell ‘Aspect of the Fanged God’ permanent on a target, her difficulty goes up 50, making the spell’s normal Alteration difficulty 20 to 70! Salish decides to make this into a ritual, bringing the difficulty down, perhaps. 

 

Resisting a Spell

 

Targets of spells can resist spells by rolling the appropriate skill used in the spell’s creation vs the spell’s difficulty +5, or willpower roll vs. the spell’s difficulty +10. Of course, dodging a spell, especially something physical, can be evaded by Dodge, Acrobatics, or other such skills. GMs are also able to name a skill appropriate for defense against a spell. 

 

Trial By Fire

 

Trial By Fire is attempting a Spell that the caster never learned or is making it up at the moment. The caster may have heard of it, or may understand or desire a final result and attempt to direct the Ichor to the work. Mechanics-wise, the GM must determine what the difficulty is and the caster must attempt the skill roll. If the caster doesn’t have the skill, roll the Magick Manipulation attribute. With no skill for the spell, difficulty should increase some more. 

 

If they fail, roll on the chart below for the effects, also, the amount that they missed the difficulty by becomes Damage vs. Strength roll.

 

Roll 1D6

Effect

1

Character disfigures, and has -1 to Force balance, if at 0 Force Balance, it becomes Dark 1

2

Roll twice more, gonna hurt in the morning…!

3

Look twice as old, hair greys, -2D to Magick skill rolls

4

Minor disfigurement or -1D to Magick skill rolls

5

-3 to initiative and wounded once, if land on this one again, wounded twice

6

No effect, got lucky!

*Damage, disfigurement, and balance effects are cumulative.

 

Dathomir Spells

 

Spell Name:

Aspect of the Fanged God

Skill:

Alteration

Difficulty:

20

Vocal:

Yes; Non placet mihi iratus

Gestures:

Yes; devil sign on right hand, touch target with left. 

Material:

Yes; Gonkla root powder

Focus Item:

No

Ritual:

No

Effect(s):

Upon touch, +6D Str, +2D Armor skin, +2D Dex.

Range:

Touch

Duration:

5 Rounds

Note:

Hulk out; Target's Physique increases and muscles burst out, destroying clothing. Skin becomes very tough, and Dexterity improves.


 

Spell Name:

Aspect of Shadow Warriors

Skill:

Ritual or Alteration

Difficulty:

12, w/Ritual, 57 w/o Ritual

Vocal:

Yes

Gestures:

Yes

Material:

No

Focus Item:

No

Ritual:

Yes, 3 or more believers, chanting

Effect(s):

10D to become invisible, anyone standing in a 3" radius will be rendered so.

Range:

10m

Duration:

2 Days

Note:

Ritual for Shadow Warriors to become invisible to almost all means of detection.


 

Spell Name:

Aspect of the Storm

Skill:

Alteration

Difficulty:

17

Vocal:

Yes

Gestures:

Yes

Material:

Yes

Focus Item:

 

Ritual:

 

Effect(s):

7D+Willpower to control or alter the weather. Can fire bolts of lighting drawn down to caster through hands, doing 7D damage. Can use gusts of wind to fly at move: 35.

Range:

7m

Duration:

3 Minutes

Note:

Can control the weather, altering it, moving it, drawing lightning bolts through your hands. Use winds to fly. Total Ororo


 

Spell Name:

Bands of Ichor

Skill:

Conjuration/Summoning

Difficulty:

20

Vocal:

Yes, Ichoris vincula circumdederunt te

Gestures:

Yes, both hands, devil sign

Material:

Yes, dust from an emerald

Focus Item:

No

Ritual:

No

Effect(s):

Bands of green ichor wrap around a target, constraining them with 10D strength. 10D to target vs. dodge or other defenses.

Range:

10m

Duration:

5 rounds

Note:

 


 

Spell Name:

Blood Trail

Skill:

Divination

Difficulty:

24

Vocal:

Yes, Invenire Scopum

Gestures:

Yes, Cupped Eye on forehead

Material:

bone dust of a rancor

Focus Item:

carved eye from a rock

Ritual:

No

Effect(s):

Marked target can be found anywhere in the galaxy. +8D to search or investigative rolls, requires blood of caster

Range:

Galaxy

Duration:

Permanent

Note:

A blood trail was a technique developed by the Nightsisters of Dathomir. With this technique, the Nightsister would use her own blood to mark her target (often a slave) and track them through the blood mark using the Force in case they escaped. The shed blood used for a blood trail could not be removed once the trail was set.


 

Spell Name:

Cast Shadows

Skill:

Conjuration/Summoning

Difficulty:

18

Vocal:

Yes, Veni Umbrae

Gestures:

Yes, Right hand, palm up, low to high

Material:

No

Focus Item:

Large black onyx jewel, fits palm

Ritual:

No

Effect(s):

Shadows are summoned in a 6" radius, they can do 6D of damage, or 6D str to grapple and bind

Range:

6"

Duration:

1 min

Note:

 


 

Spell Name:

Charm of Making

Skill:

Alteration

Difficulty:

31

Vocal:

Yes, Anál nathrach,

orth’ bháis's bethad,

do chél dénmha

Gestures:

Yes, Arms outstretched at target, while chanting, icor smoke from mouth enveloping target

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Caster changes the form of themselves or target to be another person. 10D vs attempts to see through the spell. Persons romantically linked to the new form can be seduced with a +5D to attempts.

Range:

Touch

Duration:

1 hour

Note:

Serpent's breath,

the charm of death and life,

thy omen of making.


 

Spell Name:

Confusion

Skill:

Enchantment

Difficulty:

19

Vocal:

Yes, Commixtus

Gestures:

Yes, both hands, pulling strings gesture

Material:

Volcanic dust

Focus Item:

No

Ritual:

No

Effect(s):

10D vs Willpower to confuse and confabulate a target, causing them to mistake friend from foe or other mixups.

Range:

10"

Duration:

2 min

Note:

 


 

Spell Name:

Conjure a drink

Skill:

Conjuration/Summoning

Difficulty:

14

Vocal:

Yes, Drink

Gestures:

Yes, circular motion with hand

Material:

Yes, vial of liquid

Focus Item:

Yes, onyx bauble, can be jewelry or other such things.

Ritual:

No

Effect(s):

Conjure a drink, up to 1 liter of it. To customize and make a particular drink, add 5 to 10 to the difficulty.

Range:

2m

Duration:

Permanent

Note:

 


 

Spell Name:

Divination Ritual

Skill:

Divination

Difficulty:

21

Vocal:

Yes, ostende omnes nostis omnia

Gestures:

No

Material:

No

Focus Item:

 

Ritual:

Yes, Chants/Chanters/Singers/Singing 3 or more of persons doing so, Prayers or Praying, Altar/Trappings-complex

Effect(s):

Can see anywhere in the galaxy, can zero in on any person, known or unknown to the caster, +5D to perception

Range:

Galaxy

Duration:

1 hour

Note:

 


 

Spell Name:

Ears of Chiroptix

Skill:

Alteration

Difficulty:

13

Vocal:

No

Gestures:

Yes, fox ears

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Gain +4D to Perception for Hearing sense only, anybody touched or self.

Range:

Touch

Duration:

2 rounds

Note:

Enhanced sound senses


 

Spell Name:

Geokinesis

Skill:

Alteration

Difficulty:

25

Vocal:

Yes, Aud Terra

Gestures:

Holding left hand out with stone, with right one, blow dirt out and speak the words, then close left hand around stone

Material:

Loose dirt

Focus Item:

Rock engraved with sigils

Ritual:

No

Effect(s):

Can control all earth or earth derived materials in 5" area up to 5" away. Can hit with rocks doing 5D damage, can wrap with earth at 5D str, and so on. Can create domes of earth and stone, stone and earth walls, up to 5x5.

Range:

5"

Duration:

Instant

Note:

 


 

Spell Name:

Hands of the Goddess

Skill:

Evocation

Difficulty:

14

Vocal:

Yes, Manus Deae

Gestures:

Yes, Hand reaches out and gestures

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Caster gains Telekinesis just like the Force power. 8D in the skill/strength

Range:

8m

Duration:

Instant

Note:

 


 

Spell Name:

Ichor Blast

Skill:

Evocation

Difficulty:

18

Vocal:

No

Gestures:

Left Hand, Horns sign

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

A blast of green Ichor energy, Cone: -1D to Dmg/Effect ea row out from source; 6D damage

Range:

6"

Duration:

Instant

Note:

 


 

Spell Name:

Ichor Swords

Skill:

Conjuration/Summoning

Difficulty:

22

Vocal:

No

Gestures:

Yes, a sword pulling gesture

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

A conjured sword appears, sheathed in green ichor energy, able to parry lightsabers, Str+5D damage, conjured sword can be given to any within range of the spell.

Range:

5"

Duration:

4 rounds

Note:

Ichor swords were a type of sword made of magical ichor.


 

Spell Name:

Illusory Dreams

Skill:

Enchantment

Difficulty:

21

Vocal:

Yes, Texere Somnium

Gestures:

No

Material:

Yes, Symbolic Links: Piece of person (hair, flesh, blood, appendage, etc.)

Focus Item:

No

Ritual:

No

Effect(s):

10D vs willpower to create dreams in a target's mind.

Range:

10"

Duration:

1 Hour

Note:

 


 

Spell Name:

Lightning

Skill:

Evocation

Difficulty:

18

Vocal:

Yes, Fulmen

Gestures:

Yes, Right hand, three fingers splayed

Material:

No

Focus Item:

Clear crystal with bolt-like crack in the center

Ritual:

No

Effect(s):

6D of electrical damage as a bolt launches from fingers

Range:

6"

Duration:

Instant

Note:

 


 

Spell Name:

Mother’s Blessing

Skill:

Abjuration

Difficulty:

11

Vocal:

Yes, Matris Benedictio

Gestures:

Yes, clenched fist, then open palm, while touching with other hand.

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Gain first attack roll fails to hit you. Anyone touched or self.

Range:

Touch

Duration:

2 rounds

Note:

Attacks against the one so blessed, fail the first time. Probability affecting spell.



 

Spell Name:

Scream of the Sussirian

Skill:

Evocation

Difficulty:

16

Vocal:

Yes; Clamo Sussirian

Gestures:

Yes; Curled fingers, index touching thumb, aim at target.

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

6D Sonic attack; Cone: -1D to Dmg/Effect ea row out from source, max of 9m

Range:

9m

Duration:

Instant

Note:

Sonic attack


 

Spell Name:

Sense Magicks

Skill:

Divination

Difficulty:

24

Vocal:

No

Gestures:

Yes, splayed two fingers each hand, moving across eyes

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

5D to sense skills and Magick Manipulation dice, and any active spells on a being. Also good at sensing defenses and wards

Range:

5”

Duration:

2 min

Note:

 


 

Spell Name:

Sense of Veshet

Skill:

Alteration

Difficulty:

13

Vocal:

No

Gestures:

Yes, Pull from nose

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Gain +4D to Perception for Smell sense only, anybody touched or self.

Range:

Touch

Duration:

2 rounds

Note:

Enhanced smell


 

Spell Name:

Silence

Skill:

Alteration

Difficulty:

22

Vocal:

Silentium Regio

Gestures:

both hands, sideways vulcan salute, sliding in to cover eyes

Material:

Dust of volcanic rock

Focus Item:

None

Ritual:

None

Effect(s):

If targeting beings, each gets +6D to sneak rolls or other rolls that might make noise. If targeting an area, then no sound occurs in that area, 6D to resist sound.

Range:

6", covers 6" radius area

Duration:

1 hour

Note:

Renders a person or an area silent of any sound, and can stop casters this way. Also good for stealth and sneaking around.


 

Spell Name:

Speed of the Toocha

Skill:

Alteration

Difficulty:

14

Vocal:

Yes, Celeritas Toocha

Gestures:

Yes, make a duck head with hand

Material:

No

Focus Item:

No

Ritual:

No

Effect(s):

Anyone touched, including the caster, gain +12 to move and +6D to Jump skill.

Range:

Touch

Duration:

2 rounds

Note:

Move++ and Jump ++


 

Spell Name:

Spell of Protection

Skill:

Alteration

Difficulty:

19

Vocal:

Silentium

Gestures:

Cutting gesture at neck

Material:

None

Focus Item:

None

Ritual:

None

Effect(s):

Renders a target mute, unable to cast most spells. If under the effects of the spell, casting difficulty adds 6D to it in addition to being mute.

Range:

6"

Duration:

1 hour

Note:

 


 

Spell Name:

Surge of the Brier

Skill:

Alteration

Difficulty:

16

Vocal:

Yes

Gestures:

Yes

Material:

Yes

Focus Item:

 

Ritual:

 

Effect(s):

Plants around the target attempt to wrap themselves around the target. 5D vs STR, or Acrobatics, or Dodge, otherwise caught.

Range:

10"

Duration:

2 Rounds

Note:

Material component is powdered quick root leaf.


 

Spell Name:

The Revitalization of the Wuffa

Skill:

Alteration

Difficulty:

15

Vocal:

Yes, Renovatio Wuffa

Gestures:

Yes, Open palms, hover over areas needing healing

Material:

Yes, Slime from Wuffa Worm, spread on wounds or missing limb stubs

Focus Item:

No

Ritual:

No

Effect(s):

Gain +9D to STR to heal damage, including missing limbs.

Range:

13m

Duration:

1 round

Note:

Regeneration, inc limbs


 

Spell Name:

Touch of Kiin’Drag

Skill:

Alteration

Difficulty:

8

Vocal:

Yes; aranea ascenditur

Gestures:

No

Material:

Yes; The material components of this spell are a drop of bitumen and a live spider, both of which must be eaten by the spell recipient .

Focus Item:

No

Ritual:

No

Effect(s):

Able to climb or stick to any surface, also, any objects touched will stick to hands or feet. +6D str to keep stuck to a surface or object if being pulled off.

Range:

Touch

Duration:

5 rounds

Note:

Spider climb


 

Spell Name:

Weave of Teleportation

Skill:

Conjuration/Summoning

Difficulty:

14

Vocal:

Yes, texere movens

Gestures:

No

Material:

No

Focus Item:

Yes, glass ball, can be part of a staff, wand, bracelet, or other accoutrement.

Ritual:

No

Effect(s):

Caster can teleport up to 50m to a familiar place. have to be familiar, attempts to teleport somewhere unknown, fail. Can only teleport self and regular gear and clothing. Attempts to carry more, will fail.

Range:

Self

Duration:

Instant

Note:

 


 

Spell Name:

Wings of the Goddess

Skill:

Alteration

Difficulty:

14

Vocal:

Yes, Alis Deae

Gestures:

Yes, Lock thumbs, make a bird

Material:

No

Focus Item:

Yes, white feather

Ritual:

No

Effect(s):

Caster gains white feather wings and the capability of flight. Use dex to manuever, air speed is move +16

Range:

Self

Duration:

5 rounds

Note:

Grow white feathered wings that allow regular move + 16 via flight.


 

The Chant of Resurrection

 

"Choono slalem denni tay'lori olee-ay. Lucheno vadem klavlane. Blenay vedi nalem koreem. Blenay vedi nalem koreem. Villos susko kono lamal! Vlemon tagoo!"

―Old Daka

 

The Chant of Resurrection was an immensely powerful and sinister spell used to temporarily reanimate the dead. Of magick origin, it manifested as a greenish mist channeled from or through a glowing orb/crystalline object and was required to be spoken in a special language. Though powerful, the spell's effects would last only as long as the caster was active; should they cease maintaining it or be killed whilst using the spell, the undead would become immobile corpses once more.

 

The incantation was used by Old Daka, the eldest of the Dathomiri Nightsisters, to aid the Nightsisters' forces against the Confederacy of Independent Systems. However, during the battle, Daka was killed by General Grievous, causing the undead to return to their original state. The living Nightsisters, who lost most of their forces, were then quickly overwhelmed and massacred. Several years later, Merrin, one of the last surviving Nightsisters, used the spell after the former Jedi Padawan Cal Kestis visited Dathomir.

 

Spell Name:

The Chant of Resurrection

Skill:

Conjuration/Summoning

Difficulty:

25

Vocal:

Yes, chant: "Choono slalem denni tay'lori olee-ay. Lucheno vadem klavlane. Blenay vedi nalem koreem. Blenay vedi nalem koreem. Villos susko kono lamal! Vlemon tagoo!"

Gestures:

Yes, open hands, palms up, arms stretched out

Material:

Specially prepared corpses

Focus Item:

a glowing orb/crystalline object

Ritual:

No

Effect(s):

Corpses prepared are temporarily reanimated and directed by the caster. They have limited cognition to perform the task(s). They are animated as long as the caster continues the chant. If the caster fails a Concentration check at the spell difficulty, the corpses fall where they are. Same thing happens if the caster is killed.

Range:

As far as same planet 

Duration:

As long as chant happens

Note:

temporarily reanimate the dead



 

Creating Spells

 

Creating spells for the Dathomir Witches is not a terrible process. First come up with what you want the spell to “Do”. Figure out which skill it would fall under: Abjuration, Alteration, Conjuration/Summoning, Craft Item, Divination, Enchantment, Evocation, Potions, or Rituals.

Difficulty of the spell is determined by factors listed below, but the main one to think of is: How many dice of effect do I want? For instance:  If I want an Evocation spell launching fire from my hands, how much damage will it do? Or, an Alteration spell that gives a tough hide to someone’s skin, providing protection, how many dice of protection? Once the dice are figured out, then you can more easily determine whether it has Vocal, Gestures, Material Components, or other factors. 

 

Form for Creating Spells

 

The form below is handy for working on spells. 

 

Spell Name: 

 

Skill:

 

Difficulty:

 

Vocal:

 

Gestures:

 

Material: 

 

Focus Item: 

 

Ritual:

 

Effect(s):

 

Range:

 

Duration:

 

Note:

 

 

Spell Entry Definitions

 

Spell Name Here

Skill: One of the Magick Manipulation skills needed to perform the spell. May use attribute roll if desperate….!

Difficulty: How difficulty a skill roll is it to create the spell?

Vocal: A vocal component is a vocalization of words of power. You must speak them in a strong voice, so it’s hard to conceal that you’re Casting a Spell. You must be able to speak to provide this component.

Gestures: A gesture component is a specific hand movement or gesture that generates a magical nexus. You can use this component while holding something in your hand, but not if you are restrained or otherwise unable to gesture freely. Spells that require you to touch the target require a gesture component. You can do so while holding something as long as part of your hand is able to touch the target (even if it’s through a glove or gauntlet).

Material: A material component is a bit of physical matter consumed in the casting of the spell. That component(s) is expended in the casting (even if the spell is disrupted). Except in extreme circumstances, you can assume all common components are included in a material component pouch.

Focus Item: A focus is an object that funnels the magical energy of the spell. The spell gains the manipulate trait and requires you to either have a free hand to retrieve the focus listed in the spell or already be holding the focus in your hand. As part of Casting the Spell, you retrieve the focus (if necessary), manipulate it, and can stow it again if you so choose.

Ritual: Some spells require more than one participant and an involved ritual. 

Effect(s): What the spell does and any game related mechanics defined here.  

Range: How far does the spell reach or effect? Usually expressed in meters, however, some spells work based on relationships or across galactic distances. Some require touching the target, others affect self. 

Duration: How long does the spell last, in time units. Many times instant, or 1 min per die of skill, or 1 hour per die of skill, could be permanent,  and so on. 

Note: Special notation here or maybe some trivia. 

 

  1. Determine which skill to use. Listed below are the Magick Manipulation skills, of which to put your spell under one of these. If you are having trouble, check with the GM and see if they can help. 

 

Magick Manipulation Skills

 

Abjuration-Protective spells, as well as spells which cancel or interfere with other spells

Alteration-Altering or Enhancing people places or things

Conjuration/Summoning -creating or calling people places or things

Craft Item -creating items, such as Focus Items, Talismans, Totems, and Artifacts

Divination -Sensing or viewing people places or things

Enchantment-Affecting the minds of others including influencing or controlling their behavior

Evocation - Active magick, usually quick attack spells

Potions - Substances that can be ingested 

Rituals - Slower spells sometimes requiring others to help, but more powerful effects

 

  1. Difficulty of the spell. 

 

The following factors can help determine difficulty: 

 

Effect Dice (3* Each D)

Fine Beam 15 (+3D to Dmg/Effect)

Med Beam 10 (+2D to Dmg/Effect)

Large Beam 5 (+1D to Dmg/Effect)

Cone +5 (-1D to Dmg/Effect ea row out from source)

Area Effect +3 per 1” sq area

Explosive 5 (-1D from dmg each 1” from center)

Split Attack 5; +3 per split

Persistent Damage/Effect 5; +VAR, see D6 Adventure book, Benchmarks Chart

Dome 5; +3 per 1” radius

Wall 5; +3 per 3” length, +3 per 1” height

 

Note: that difficulty is at minimum 5! Never Zero!

 

For every 1D of effect, 3 difficulty gets added

For a Fine beam, the width of a finger, lets say, adds 15 to difficulty and +3D to spell effect dice. 

For a Medium beam, the width of a hand, adds 10 to the difficulty and +2D to spell effect dice. 

Large Beams, bigger than a hand, only add 5 to the difficulty and +1D to spell effect dice. 

 

Area effect modifiers-sometimes a spell will affect an area, here are the modifiers for them:

 

Cone starts at caster’s square and widens out each square from origin. This adds 5 to the difficulty but is -1D from spell effect every 1” of range until 0D. 

 

Example: Ursas uses her Cone of Ice spell, projecting a cone of ice from her, one square, then two squares, then three squares, then four squares, at a max distance of 4” from herself. 

 

Area starts at the targeted square and goes out to the specified amount, such as 4 square area, a 3 square area and so on. 3 to the difficulty, per 1” of sq area. 

 

Explosive area effect is a spell that hits a targeted square and explodes outward from that square, usually knocking things down or apart, like explosives. This adds 5 to the difficulty, with -1D from each square out from the first until 0D. So a 5D spell effect will explode out 5” from ground zero. 

 

Split attack allows hitting more than one target with the same spell. Such as a chain of lightning that bounces from person to person or a beam launching from two fingers instead of one. 5 added to the difficulty along with +3 for every ‘split’. 

 

Persistent Damage or Effects are spells that linger or continue doing damage. Such as a spell dealing plasma damage. This would have to be discussed with the GM. 5 is added to the difficulty along with whatever modifiers added to that total to get the effect / damage correct. 

 

Dome effects are usually with defensive spells, a circular dome appears as tall as it is wide. 5 plus 3 for each 1” radius of effect. 

 

A Wall effect is also a defensive construct typically, manifesting a certain length and height. 5 plus 3 per 3” of length and 3 per 1” of height added to the difficulty number. 

 

Simple Shield 

Ablative (Usually for Defensive spells) +5 (Each attack stopped, but protection lowers 1D each time hit)

Personal Shield or Armor 5

Protect Multiple Individual Targets 5; +3 per target

Duration-Instant, 0

Duration-Rounds, +3 for every round

Duration-Minutes, +7 for every minute

Duration-Hours, +11 for every hour

Duration-Days, +14 for every day

Duration-Permanent, +50

Vocal, -5

Gestures, -10

Material, -15

Focus Item,

 

Simple shield is a circular or square or rectangle shield that floats in front or off a limb of the caster that provides protection normally. This effect adds nothing to the difficulty. 

 

Ablative is a defensive effect normally. Each attack is stopped at spell effect dice level, but the protection lowers 1D each time hit. Add 5 to the difficulty. 

 

Personal shield or armor is an effect that covers the target in an envelope of energy or whatever the spell’s effect is, or it could be a form of armor covering the body. Adds 5 to the spell difficulty. 

 

Protect multiple individual targets. Similar to an area effect or personal shield effects, this normally defensive spell effect covers up to the specified number of targets with the spell’s effects. 5 added to the difficulty with 3 more for each target. 

 

Durations, the typical duration of a spell is instant. To enhance this to continue longer, the following chart applies: 


 

Time

Difficulty Modifier

Duration-Instant

0

Duration-Rounds

+3 for every round

Duration-Minutes

+7 for every minute

Duration-Hours

+11 for every hour

Duration-Days

+14 for every day

Duration-Permanent

+50

 

Vocal modifiers are words or phrases spoken to activate the spell, using Vocal takes 5 off the difficulty.  

 

Gestures are hand movements or finger tuts, -10 off the difficulty

 

Material(s) is a bit of physical matter consumed in the casting of the spell. Eye of newt or something like that. -15 to the difficulty. 

 

Focus Item is a small item or jewelry that helps the caster focus the energies for the spell. They are not destroyed by this and can be used many times until they are somehow destroyed. -15 to the difficulty. 

 

Some spells require ranges beyond the default, here the modifiers for them: 

 

Range increment

Difficulty Modifier

Range-Self

0

Range-Touching

0

Range-Normal (1" per 1D of effect)

0

Range-Increase Range

For each 1” increased, +1 to difficulty

Range-Not in line of sight, but 1-100 meters away

5

Range-101 m to 10 km away

7

Range-11 to 1,000 km away

10

Range-Same planet but over 1,000 km away

15

Range-Same Star System but different planet

20

Range-Not in the same star system

30

 

Some spells are Relationship dependent so here are some modifiers for such. 

 

Relationship with target

Difficulty Modifier

Relationship-Close Relatives (married, parent-child, siblings)

0

Relationship-Close Friends

2

Relationship-Friends

5

Acquaintances

7

Slight Acquaintances

10

Met Once

12

Known only through Reputation

15

Complete Strangers

20

Complete Strangers and Different Species

30

 

Some spells need symbolic links or other physical items that will help the spell work. 

 

Symbolic Link Examples

Difficulty Modifier

Piece of person (hair, flesh, blood, appendage, etc.)

-20

Personal artifact, possessions

-10

Representative symbol (doll, clay figure)

-10

model of place, picture, things taken from it

-15

Sample of writing

-10

 

  1. After determining the spell’s difficulty, specify any of the modifiers, list duration time and ranges, whether it’s got area effects or other factors. Describe the spell’s effects, and add any notes about the spell. Detail any spell components as well. Then you are all done!

 

Rituals

 

Rituals are actions taken to cast a spell with other beings or longer times and larger actions. Spells using rituals are usually very large and affect more permanently. Modifiers below for spell difficulty. 

 

Rituals

Difficulty Modifier

Blood Letting -Lesser

-10

Blood Letting -Greater

-20

Sacrificial Rite-Animal- Lesser

-20

Sacrificial Rite-Animal- Greater

-40

Sacrificial Rite-Sentient being, willing

-200

Sacrificial Rite-Sentient being, unwilling

-400

Sacrificial Rite-Mass # of persons

-300

Chants/Chanters/Singers/Singing # of persons doing so

-10

Dancing/Dancers, # of persons doing so

-10

Believers/Disciples, # of persons

-15

Laying of Hands, ritual touching/gripping, # of persons doing so

-10

Formation of Bodies, # of persons

-5

Prayers or Praying, # of persons doing so

-15

Ritual Combat, # of persons, min 2

-5

Ritual Drama-simple, # of persons

-10

Ritual Drama-medium difficulty, # of persons

-15

Ritual Drama-complex

-20

Altar/Trappings-simple

-10

Altar/Trappings-complex

-20

Sexual Rite-Couple

-10

Sexual Rite-3-4 people

-20

Sexual Rite-Group

-30

Sexual Rite-Orgy

-50

Sexual Rite-Mass Orgy

-70

 

Known Rituals

 

Ritual of Transference

 

Taking a force sensitive and draining some of their midi-chlorines to another being in order to create force sensitivity in the target. The drain is temporary and the one drained recovers their abilities and force potential over some time. Depending on how much is drain…. The receiver is then able to roll 3D6 to see their FP, and gain the Force Manipulation attribute, or, if they wish, the magick manipulation attribute. Feats and such will have to be changed around to accommodate Force Sensitive and other Force feats. Attributes shift as well to the new attribute. 

 

Note: this should be a ritual, and both the one drained and the receiving parties should be willing. You could also set up multiple Force Sensitives donating to one party or one Force Sensitive donating to multiple parties.  


 

Spell Name:

Ritual of Transference

Skill:

Alteration

Difficulty:

15 (with ritual)

Vocal:

Yes, chanting

Gestures:

Yes, horns on left, right hand two fingers, touching left elbow

Material:

blood transfusion from force sensitive to target(s)

Focus Item:

None

Ritual:

Yes, 3 others, Laying of Hands, ritual touching/gripping , while caster chants, takes several hours

Effect(s):

Target of caster becomes force sensitive, roll force potential, loose a feat or if due a feat, this becomes the feat.

Range:

touch

Duration:

Permanent

Note:

Taking a force sensitive and draining some of their midi-chlorines to another being in order to create force sensitivity in the target.


 

Nightsister Baptismal Ritual

 

A ritual to create a Nightsister, allowing her to access the Ichor. When a candidate has reached certain skill levels and has completed taming the Sleeper to make Waters of Life, they are ready to become a Nightsister. A pool of black water is formed and a circle is formed of Nightsisters, with the shaman leading them in focusing the energies in the water. The prospective Nightsister lays in the water, while pledging to release themselves from their old life and dedicating themselves to the sisters of the night. Bathed in green ichor energies, their blood becomes infused with Ichor and they can now access Magicks of Dathomir. 

 

“Pledge to the Sisterhood, The Magicks, and The Old Ways”

“I do so pledge myself to the Sisterhood, the Magicks, and the Old Ways”

“Do you abandon the old Life and Loyalties?”

“I do release myself of my old Life and Loyalties.”

Gestures and Energy swirl around and enclose the now floating candidate.

“You are now reborn as a Sister of the Night.”

 

Spell Name:

Nightsister Baptismal Ritual

Skill:

Alteration

Difficulty:

15

Vocal:

No

Gestures:

Yes, sweeping, gathering gestures

Material:

No

Focus Item:

No

Ritual:

Yes, Pool of black liquid, infused with Ichor, sisters helping gather the energy, target in the water, release of previous life, accepting new one.

Effect(s):

Target can now take the feat "Dathomir Witch"

Range:

Self

Duration:

Permanent

Note:

 


 

Potions

 

Potions are created through a fairly complex process that involves combining ingredients into some sort of base liquid and using it as the focus of a ritual to put power into the potion. Many witches have workspaces that they use for this purpose, complete with shelves full of odd ingredients from diamond dust to eye of rancor. The ingredients that go into a potion metaphorically signify its effects. Oftentimes, in addition to the base liquid, each potion requires one ingredient for each of the seven Dathomiri elements: Night, Sunlight, Smoke, Ice, Flame, Clay, & Wood, one ingredient for the mind, and one for the heart. These ingredients don’t have to be consumable; the magicks that creates the potion makes a potable substance. If creating a Potion from a known spell, use its listed components. 

 

The Potions skill is under the Magick Manipulation attribute. The number of dice you have in the skill indicates how many potion slots you have. Potions 3D means 3 potions available. Potions 2D+2 equals 2 potions available, and so on. 

 

At the beginning of each session, you may declare what potions you have on hand to fill those slots, or otherwise leave them open. If you have an open slot and a successful Potions roll or an Action Dice to spend, you may later declare that you coincidentally have an appropriate potion. A given potion can only be used once, period, but it doesn’t face a surcharge for being usable by someone else. Anyone can consume a potion, whether they believe it will work or not. 

 

The effect strength of a potion, like enchanted items, is equal to the wizard’s Potion skill roll. 

 

Some examples: 

 

Merrin wishes to create a potion that grants the consumer enhanced strength for an hour. Mixing the elements and other fiddle faddle, she makes the potion. The GM sets the difficulty for the potion skill roll: 

 

Enhances STR +9D, uses Vocal, Gestures, Material components, and lasts an hour. 

 

Adding up to a Potions Difficulty of 13. Merrin makes the roll easily, now there is a Potion of enhancement for Merrin or her allies to use.

 

A little later, Merrin wishes to create a potion based on the spell Ichor Blast, which has a difficulty of 15 to use as a normal spell. This is not a spell she knows and is not in her repertoire. However, by using her Potions skill and having a copy of the spell in her Grimoire, she creates a Potion of Ichor Blast, beating the difficulty of 15 easily. It only costs her some time and spell components to whip it up. 

 

Merging Potion

 

Merging potions were potions created using Nightsister magicks. The potion would re-merge two people, restarting a force-bond. In 2 BBY, Ezra Bridger and Maul drank the potion to restart their force-bond.

 

Spell Name:

Merging Potion

Skill:

Potions / Alteration

Difficulty:

20

Vocal:

No

Gestures:

No

Material:

Yes

Focus Item:

No

Ritual:

No

Effect(s):

Creates a 'Force Bond' between two beings. This allows the sharing of memories and experiences. Gives 5D to skills to read memories trying to find a specific one.

Range:

Self

Duration:

3 min

Note:

The potion would re-merge two people, restarting a force-bond.

 

The Water of Life

 

"Bring the Water of Life."

―Mother Talzin

 

The Water of Life was a liquid used by the Nightsisters of Dathomir to heal. Its ingredients included water, flesh extracted from the Sleeper, minerals, and tree sap. Brewing the concoction was a rite of passage for a Nightsister. A Nightsister would use her Force abilities to awaken the Sleeper, dominate it, and force it to remove a piece of its body. The body part would be boiled with water from the deep pools of the Nightsister fortress and the other ingredients would be added. In 20 BBY, a group of Nightsisters headed by Mother Talzin baptized Asajj Ventress into an official Nightsister using the Water of Life.


 

Spell Name:

The Water of Life

Skill:

Potions

Difficulty:

22

Vocal:

No

Gestures:

Yes, horns, both hands, swirlin motion over cauldron.

Material:

water, flesh extracted from the Sleeper, minerals, and tree sap

Focus Item:

cauldron

Ritual:

No

Effect(s):

Healing potion that deals 5D each drink of the potion. Usually one drink per bottle.

Range:

Self

Duration:

Instant

Note:

Healing Potion and also activates a Nightsister when used in a ritual