Unearth the Origins of Water Witches in this Mythic RPG

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Water Witch RPG is a tabletop role-playing game that is set in a world where magic and adventure revolve around bodies of water. It allows players to create their own characters and immerse themselves in a unique and fantastical setting. In this game, players take on the roles of water witches, individuals who possess the power to control and manipulate water. They can summon powerful water spells, shape-shift into aquatic creatures, and communicate with water spirits. As water witches, players go on quests, solve mysteries, and face off against formidable enemies. The game provides a detailed and intricate world for players to explore.



D&D 5E Epic Monsters: Sea Witch

This entry in Epic Monsters is headed beneath the waves for a tentacled antagonist: the Sea Witch!

  • The Little Mermaid has five sisters and when each is old enough they get a single visit to the water’s surface every year.
  • The prince has no idea at all that he was saved by the Little Mermaid.
  • Mermaids are soulless, live for three centuries, and turn into seafoam when they die.
  • No eels are required to get the Little Mermaid to visit the Sea Witch seeking a solution to her plight.
  • There’s no amulet! The Sea Witch gives the Little Mermaid a potion that gives her legs but takes away her voice, warning that she’ll never be able to return to the sea—plus she’ll be the best at dancing, albeit while she does it feels like she’s walking on knives. Finally, if she wants a soul the Little Mermaid has to win the prince’s love and marry him, and should he wed anyone else the next dawn her heart will break and she’ll turn into seafoam.
  • The prince is really into the Little Mermaid’s dancing and despite how it makes her suffer she dances for him aplenty, becoming a close companion, yet he doesn’t fall in love with her. Instead his parents set him up with an arranged marriage to a neighboring kingdom’s princess. The prince isn’t interested because he doesn’t love this princess, saving his heart for the woman from the temple that he thinks saved him from drowning—and the woman from the temple is the princess in question, sent there for her education!
  • It looks pretty bad as the wedding date nears and in the final hours the Little Mermaid’s sisters swim up to deliver a dagger they traded from the Sea Witch in exchange for their long beautiful locks. Should she use the blade to murder the prince and drip the blood on her feet she’ll become a mermaid again, but she can’t kill him in his sleep beside his new wife and instead flings herself into the sea as the sun rises, transforming into seafoam—though not as a mermaid usually dies, instead becoming an air spirit. Soon after she meets others like her, mermaids changed into daughters of the air instead of the sea because of their struggle to attain souls. With three centuries of good deeds, some day in the future she and her air-reborn brethren ascend to Heaven.

The game provides a detailed and intricate world for players to explore. It features a wide variety of locations, such as vast oceans, mystical lakes, and hidden underwater cities. Each location is rich in lore and offers unique opportunities for players to interact with both friendly and hostile characters.

Sea Witch

Medium humanoid (merfolk), neutral evil
Armor Class 15 (natural armor)
Hit Points 71 (11d8+22)
Speed 10 ft., swim 40 ft.

STRDEXCONINTWISCHA​ 12 (+1)​ 16 (+3)​ 15 (+2)​ 16 (+3)​ 17 (+3)​ 15 (+2)​

Skills Arcana +9, Nature +9, Perception +6, Persuasion +5
Damage Resistances cold, necrotic, psychic
Senses darkvision 60 ft., passive Perception 16
Languages Aquan, Common
Challenge 6 (2,300 XP)

Amphibious. The Sea Witch can breathe air and water.

Magic Resistance. The Sea Witch has advantage on saving throws made against spells and other magical effects.

Spellcasting. The Sea Witch is an 8th level spellcaster that uses Wisdom as her spellcasting ability (spell save DC 14; +6 to hit with spell attacks). She has the following spells prepared:

Cantrips: dancing lights, druidcraft, eldritch blast, mage hand, sacred flame​ 1st-level (4 slots): charm person, command, magic missile, thunderwave​ 2nd-level (3 slots): blindness/deafness, mirror image, misty step, suggestion​ 3rd-level (3 slots): counterspell, dispel magic, lightning bolt​ 4th-level (2 slots): blight, control water, dimension door

ACTIONS
Multiattack. The Sea Witch casts a spell and attacks once with her tentacles.

Tentacles. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4+3) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the Sea Witch can only use her tentacles to attack the grappled creature and has advantage on attack rolls to do so.

Change Shape. The Sea Witch magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (the Sea Witch’s choice).
In a new form, the Sea Witch retains her game statistics, tentacles, and ability to speak, but her AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and she gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that she lacks.


REACTIONS
Ink Cloud (1/Short Rest). A 5-foot-radius cloud of ink extends all around the Sea Witch if she is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the Sea Witch can use the Dash action as a bonus action.

Water Witch

Hannah Everhart is a witch. She's also a thief, having stolen a priceless gem that she needs for a magical working.

Ethan Kaille is a conjurer and a thieftaker. He has been hired to recover the pilfered jewel.

But what begins as a pursuit through the streets of Colonial Boston, soon becomes an unlikely alliance, as Hannah and Ethan track down an otherworldly sea captain who has come to the city for dark purpose. Now these two must combine forces to fight a creature unlike any either of them has encountered before. And at stake is the life of Boston's foremost revolutionary.

WATER WITCH is the first collaboration between Faith Hunter, New York Times bestselling author of the Jane Yellowrock novels, and D.B. Jackson, author of the critically acclaimed Thieftaker Chronicles.

    Genres Urban FantasyFantasyHistorical FictionParanormalShort StoriesAmazonWitches

43 pages, Kindle Edition

First published June 7, 2015

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About the author

Faith Hunter 89 books 5,521 followers

Faith Hunter's Junkyard Cats novella series is available in Audible and eBook at this time.

Faith's Jane Yellowrock series is a dark urban fantasy. Jane is a full blooded Cherokee skinwalker and hunter of rogue-vampires in a world of weres, witches, vampires, and other supernats.

The Soulwood series is a dark-urban fantasy / paranormal police procedural /para-thriller series featuring Nell Nicholson Ingram, an earth magic user and Special gent of PsyLED.

Her Rogue Mage novels—Bloodring, Seraphs, Host, and the RPG Rogue Mage—feature Thorn St. Croix, a stone mage in a post-apocalyptic alternate reality.

Faith writes full-time, tries to keep house, and is a workaholic. She gave up cooking for lent one year and the oven hasn’t been turned on since. Okay – that’s a joke. She does still make cold cereal and sandwiches. Occasionally, she remembers to turn on Roomba (that she named Duma$$ because it fell down the stairs once.)

Faith researches in great detail, and tries most everything her characters do. Research led to her life’s passions – jewelry making, orchids, Japanese maples, bones, travel, white-water kayaking, and writing.

Jewelry-making was the occupation of two of her characters: Thorn St. Croix, the Rogue Mage, and the main character of BloodStone, written by her pen name, Gwen Hunter. She fell in love with the art form. Though she doesn't have time for jewelry as much as she used to, Faith makes, wears, and sometimes gives away her jewelry as promo items to fans and as prizes in contests. See her FaceBook Fan Page at http://www.facebook.com/official.fait. for pics.

Faith loves orchids. Her favorite time of year is when several are blooming. Pictures can be seen at her FaceBook page. And yes, she collects bones and skulls. Many of her orchid pics are juxtaposed with bones and skulls —a fox, cat, dog, cow skull, goat, and deer skull, (that is, unfortunately, falling apart) and the jawbone of an ass. She just received a boar skull, and the skull of a mountain lion (legally purchased from a US tannery) hit by a car in the wild.

Her latest love is Japanese maples, and she has managed to collect over thirty in one year.

She and her husband RV, traveling to whitewater rivers all over the Southeast.

And that leads Faith to kayaking – her very favorite sport. Faith discovered whitewater paddling when she was researching her (Gwen Hunter) mystery book, Rapid Descent. She took a lesson and—after a bout of panic attacks from fear of drowning—discovered she loved the sport.

Faith is one of the founders and a participant at the now defunct and archived www.MagicalWords.net, an online writing forum geared to helping writers. And she is a voracious reader.

Under other pen names, notably, Gwen Hunter, she writes action adventure, mysteries, and thrillers. As Gwen, she is a winner of the WH Smith Literary Award for Fresh Talent in 1995 in the UK, and won a Romantic Times Reviewers Choice Award in 2008. As Faith, her books have been on the New York Times and USA Today Bestseller lists, been nominated for various awards and won an Audie Award with Khristine Hvam, among other awards. Under all her pen names, she has more than 40 books, anthologies, and complications in print in 30 countries.

Sea Witch

A sea witch’s affinities are tied to the vast oceans and the rolling waves. Her magic concerns the moon, tides, water, and winds, and she is most at peace when she is upon or near the sea.

Patron: A sea witch cannot choose a patron whose interests or theme opposes that of water (for example, earth or fire).

Spells

Know Direction (Sp)

So long as she near a sizable body of water (at least a lake with a diameter of 1 mile or more), a sea witch may cast know direction at will as a spell-like ability.

Sea Creature Empathy (Ex)

A sea witch can influence the attitude of water-dwelling animals and animals that live along coasts and shores, including birds, as if using wild empathy. The sea witch uses her witch level as her druid level for this ability. If the sea witch has wild empathy from another class, her witch levels stack with the other class’s levels to determine her wild empathy bonus for these kinds of creatures.

This ability replaces the witch’s 1st-level hex.

Hexes: The following witch hexes complement the sea witch archetype: charm, flight, water lung.

Major Hexes: The following major hexes complement the sea witch archetype: hag eye, hidden home, weather control.

Grand Hexes: The following grand hex complements the sea witch archetype: natural disaster.

Section 15: Copyright Notice

Pathfinder Roleplaying Game: Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.

Water witch rpg

Water Witch RPG also offers a comprehensive character creation system, allowing players to build their water witches from scratch. They can choose from various attributes, skills, and abilities that reflect their character's personality, strengths, and weaknesses. Additionally, players can customize their water witches' appearance and align themselves with different factions or schools of magic. The game system of Water Witch RPG is based on dice rolls and character progression. Players roll dice to determine the success of their actions, combat outcomes, and the effectiveness of their spells. As their characters advance, they gain experience, acquire new spells and abilities, and become more powerful and skilled in their craft. One of the key aspects of Water Witch RPG is its emphasis on storytelling and role-playing. The game encourages players to fully immerse themselves in their characters and the world around them. It provides a framework for collaborative storytelling, where players and the game master work together to create compelling narratives and exciting adventures. Water Witch RPG appeals to both new and experienced role-players, offering a mix of exploration, combat, and magic. It provides a unique and refreshing setting that allows players to unleash their creativity and embark on thrilling adventures in a world dominated by water..

Reviews for "Experience the Magic of Water Witches in this Beautifully Crafted RPG"

1. Sarah - 2/5 stars - I was really excited to play Water Witch RPG as I love fantasy games and the concept of controlling water powers. However, I found the gameplay to be quite repetitive and lacking depth. The combat system felt week and the story was predictable. Additionally, the graphics were subpar and I encountered several bugs and glitches during my playthrough. Overall, I was disappointed with the game and wouldn't recommend it to others.
2. Mike - 1/5 stars - I have to say I was extremely disappointed with Water Witch RPG. The controls were clunky and unresponsive, making it frustrating to navigate through the game. The gameplay itself was extremely repetitive and lacked any kind of challenge or excitement. Furthermore, the dialogue and character interactions felt forced and unnatural. I found myself bored and uninterested within the first hour of playing. I definitely wouldn't waste my time or money on this game.
3. Emily - 2/5 stars - Water Witch RPG had so much potential, but it fell flat for me. The pacing of the game was off, with long stretches of monotony interrupted by brief moments of excitement. The story and characters were underdeveloped, making it difficult to form any kind of emotional connection. Additionally, the graphics and sound design were outdated and unimpressive. Overall, I was left feeling unsatisfied and uninspired by this game. I wouldn't recommend it to avid gamers looking for a captivating RPG experience.
4. John - 2/5 stars - As a fan of RPG games, I was excited to try Water Witch RPG. However, I was let down by the lackluster gameplay and uninspired story. The combat was repetitive and lacked any real complexity, making it feel like a chore rather than an enjoyable experience. The game also suffered from technical issues, with frequent freezes and crashes. I was ultimately disappointed with this game and won't be revisiting it anytime soon.

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