Level Base Attack Bonus Fortitude Reflex Will
1 +0 +2 +0 +2
2 +1 +3 +0 +3
3 +1 +3 +1 +3
4 +2 +4 +1 +4
5 +2 +4 +1 +4
6 +3 +5 +2 +5
7 +3 +5 +2 +5
8 +4 +6 +2 +6
9 +4 +6 +3 +6
10 +5 +7 +3 +7
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8
13 +6/+1 +8 +4 +8
14 +7/+2 +9 +4 +9
15 +7/+2 +9 +5 +9
16 +8/+3 +10 +5 +10
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12
Special Spells Per Day 0 1 2 3 4 5 6
Wicca Spell Selection, Rule of Threes, Magical Spell Restrictions 3 1 - - - - -
4 2 - - - - -
Resist Nature's Lure 4 2 1 - - - -
5 3 1 - - - -
Elemental Resistance I 5 3 2 1 - - -
Seal 5 3 3 2 - - -
6 4 3 2 1 - -
6 4 3 3 2 - -
Nature's Lore 6 4 4 3 2 1 -
Elemental Resistance II 6 4 4 3 3 2 -
6 5 4 4 3 2 1
Summon Improved Familiar (as Sor/Wiz), Tranquility, Speak with Nature 6 5 4 4 3 3 2
6 5 5 4 4 3 2
6 5 5 4 4 3 3
Elemental Resistance III, Forgiveness 6 5 5 5 4 4 3
6 5 5 5 4 4 3
6 5 5 5 5 4 4
Quintessence Senses 6 5 5 5 5 4 4
6 5 5 5 5 5 4
Elemental Resistance IV, Grand Master 6 5 5 5 5 5 4
7 8 9
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
- - -
1 - -
2 - -
2 1 -
3 2 -
3 2 1
3 3 2
4 3 3
4 4 4
Special
Wicca Spell Selection
Rule of Threes Although the Wiccan holds considerable magical ability, they are countered by The Rule of
Threes: the belief that whatever action the Wiccan commits (good or evil) returns to the
Wiccan threefold. While social circumstances play a heavy role in The Rule of Threes,
magical actions plays an extremely powerful role, as well. Therefore, Wiccan magic breaks
down into Three Schools: White (divine), Arcane (dark), and Neutral. When White magic is
used, the caster gains benefits based on the outcome of that spell. When Dark magic is
used, the caster is harmed in relation to harm done. Lower level spells which occupy
higher level positions (through meta
position for determining benefits / repercussions.
General Rule Guidelines:
White Magic: Every time a Wiccan casts a healing/cleansing/beneficial spell, the Wiccan
Magical Restrictions
Elemental Resistance I - IV
Summon Improved Familiar Although the Wiccan does not gain a familiar at the beginning of the game, at 12th level,
she can summon any extra planar creature (within one step in alignment) to be her faithful
servant (provided the creature wishes to be summoned). The familiar falls immediately
under the Wiccan's Rule of Threes, and shares all benefits and harm done to the Wiccan.
A Wiccan's familiar has its own character sheet, ability scores, and information as defined
by the DM. Summoning requires a Seal which takes approximately THREE HOURS to
prepare, and ~60gp in materials. Resummoning a familiar takes the same amount of
time/materials. A familiar can only be resummoned TWICE a day. Resurrection bypasses
these rules.
Nature's Lore
Seal The Wiccan can begin drawing complex spell circles with the purpose of casting Mass
versions of spells. Note that the Rule of Three DOES APPLY and totals are calculated in
accordance with the number of individuals effected by the spell. It takes three minutes per
spell level to prepare a circle for casting. 0 level spells cannot be Mass
Speak With Nature
Tranquility
Forgiveness
Quintessence Senses
Grand Master
Description
the caster may select spells from either the Arcane (WIZ/Sor) or Divine (CLR/DRU) spell trees, and mix them as desired. Howe
Although the Wiccan holds considerable magical ability, they are countered by The Rule of
Threes: the belief that whatever action the Wiccan commits (good or evil) returns to the
Wiccan threefold. While social circumstances play a heavy role in The Rule of Threes,
magical actions plays an extremely powerful role, as well. Therefore, Wiccan magic breaks
down into Three Schools: White (divine), Arcane (dark), and Neutral. When White magic is
used, the caster gains benefits based on the outcome of that spell. When Dark magic is
used, the caster is harmed in relation to harm done. Lower level spells which occupy
higher level positions (through meta-magic or spell-level substitution) assume that new
position for determining benefits / repercussions.
General Rule Guidelines:
White Magic: Every time a Wiccan casts a healing/cleansing/beneficial spell, the Wiccan
Spells which kill anyone outright are prohibited, as they are not in keeping with the teachings of Wicca. Example: spells such as
Starting at 5th level, the Wiccan becomes resistant to elemental damage. The increments are increased by values of 5. At 5th l
Although the Wiccan does not gain a familiar at the beginning of the game, at 12th level,
she can summon any extra planar creature (within one step in alignment) to be her faithful
servant (provided the creature wishes to be summoned). The familiar falls immediately
under the Wiccan's Rule of Threes, and shares all benefits and harm done to the Wiccan.
A Wiccan's familiar has its own character sheet, ability scores, and information as defined
by the DM. Summoning requires a Seal which takes approximately THREE HOURS to
prepare, and ~60gp in materials. Resummoning a familiar takes the same amount of
time/materials. A familiar can only be resummoned TWICE a day. Resurrection bypasses
these rules.
The Wiccan receives a +5 to Knowledge Nature and Survival
The Wiccan can begin drawing complex spell circles with the purpose of casting Mass
versions of spells. Note that the Rule of Three DOES APPLY and totals are calculated in
accordance with the number of individuals effected by the spell. It takes three minutes per
spell level to prepare a circle for casting. 0 level spells cannot be Mass-cast.
The Wiccan can freely converse with any naturally occurring plant or animal.
The Wiccan gains a +5 to Concentration, and a +2 to Will Saves
The Wiccan can negate one Rule of Three backlash per combat, to a maximum of 3 per day.
By taping into the innate essence of the universe, the Wiccan can locate any living/undead creature within 100 feet. This effect
The Wiccan may now cast any spell (level 1-3) as a free action. Seal creation times are divided by 3, and the Nature's Lore bon
ees, and mix them as desired. However, refer to the Rule of Threes regarding usages. The Magical Restrictions special also applies.
gs of Wicca. Example: spells such as Power Word Kill or Weird.
are increased by values of 5. At 5th level, Resistance 5, at 10th Resistance 10, and so on.
creature within 100 feet. This effect acts as Blind Sense and remains active as long as the Wiccan remains concious.
vided by 3, and the Nature's Lore bonus increases to +10.
strictions special also applies.
ains concious.
Game Rule Information
Hit Dice: 1d8
Skills: SOR/WIZ+DRU+CLR
Skill Points per Level: 6+INT
Spell Casting Ability: WIS
Alignment: Any Good
Defining Harm: To harm someone is to cause damage, pain, or suffering to someone. It is generally a
willful act, but the repercussions of one's acts are not always apparent. When dealing with a character
class which emulates a pacifist religion, it is important to realize that many solutions can exist for
using magic without causing actual damage. Spells like Daze, Entangle, Hold Person, or Power Word:
Stun are excellent example of ways to stop an enemy without causing any real harm to them. By
playing with the intent to preserve life, rather than take it away, the player can avoid the Rule of
Three, which can become very unpleasant.
Why a Restriction against Insta-Kill spells: Firstly, killing people is against the primary teachings of
Wicca. Second, the Rule of Three would look at you, realize you just killed someone, and proceed to
kill you three times before you hit the ground.
A Wiccan who strays way from a Good alignment, engages in serious harmful acts, or intentionally
kills a person, losses all benefits including class specials, spells, and even her familiar until the
Wiccan either a) is granted an Atonement spell, or b) engages in multiple selfless acts (DM approval)
until which time the Wiccan is deemed fit to return.
generally a
a character
Power Word:
M approval)