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The Witch - A Dungeon World PlaybookClick to magnify
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The Witch - A Dungeon World Playbook


It is a little known secret that there is magic in everything, from plants to stones, to metals and animals. Names carry power, and in certain times and places it swells and coils upon itself, forming a wellspring of raw, untapped magical energy. Some learn these secrets after ceremonial induction, others through extensive instruction and trial, while the more desperate or greedy find that there is no shortage of dark entities willing to help them shortcut the process.

For a price, of course.

The how matters less than the results: through your work, words, and will you gather, bind, and temper magical forces in accordance to your desires, good or ill. You can brew a concoction to heal someone just as easily as one to alter a man’s shape or desires. You can forge a talisman either to shield someone from harm, or draw ill fortune to them like a moth to a flame.

Of course you are not helpless without time and safety: with a few words you can make someone’s eyes bleed, cause even the most faithful and tame of beasts to turn on them, prevent them from speaking, or vermin to crawl forth from their screaming mouths.

There is a reason others regard you with equal measure of fear and respect.

This product contains two files.

One is a digest-sized, 24-page book laid out like the Dungeon World book. It contains:

  • The witch. Foretell the future, curse your foes, brew potions, and craft charms.
  • New equipment, like the athame, warding pentacle, divination trappings, and poppets.
  • Twenty magic items.
  • A behind the scenes look at our design, as well as some expanded explanation on the fiction powerful the moves.

The other is a 2-page, letter-sized character sheet with custom graphics for you to print out.

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Reviews (3)
Discussions (4)
Customer avatar
Steve K May 14, 2017 7:11 pm UTC
I'm DMing a campaign right now with one of my players who is a witch. I'm unsure of the specifics of Thaumaturgy and Hex, or if it's just supposed to be super open-ended, but my player has been doing some basic 'healing' (I'm not letting her heal HP, but letting her stabilize characters narratively), turning enemies into turtles (backfired once and I turned them into a more powerful, giant snapping turtle), and paralyzing multiple foes. For Thaumaturgy, I require materials and time, unless she needs the spell particularly fast and then I determined which die she needs to roll for the amount of blood that she needs to cast the spell. For Curse, my general rule is that it is a significant inconvenience to an individual, but should not turn the tide of the battle.

Also related, healing salve. I can't seem to find anywhere in my resources what exactly that does.

Any assistance or thoughts on these matters i greatly appreciated!
Customer avatar
David G May 16, 2017 5:35 pm UTC

Hex and Thaumaturgy are intended to be open-ended (Thaumaturgy moreso than Hex). We provided some Hex examples in the print book to give an idea as to the overall "power" behind it, but ultimately it's the GM's call: do what you think will result in the most fun for everyone!

I think what you've been doing for Thaumaturgy is fine: doesn't sound like she's breaking the game or doing super crazy things that would make a wizard jealous (the move is based in part on the wizard's Ritual).

That said, the only thing is turning people into turtles: we DID make a move that specifically permits that (Formscultping Hex). Though, dunno if your player took that move (it's one of the 6-10 advanced moves), or if you felt it was okay to do that right from the start (which isn't a big deal since there's other advanced moves to choose from anyway).

Healing salve is in the Dungeon Gear section of the print book (page 13).

We are considering revamping...See more
Customer avatar
chad P November 28, 2014 9:16 pm UTC
i absolutely love play with me witch. my GM seems to think shes a little OP but i dont know. i got an email saying it was updated but i cant seem to find anything new. am i blind?
Customer avatar
David G November 29, 2014 6:05 am UTC
If you or your GM thinks she's overpowered, I'm more than willing to talk about it (and even change it).
You can hit me up here:

As for the email, sorry, I forgot to uncheck alerting people: it was basically a couple typos that someone else pointed out. >_<
Customer avatar
Christon S August 26, 2014 3:07 am UTC
this is a freakin' awesome playbook. very very evocative, and the best of this type of character that I have seen to date. Aweful Good Games does a lot of great research for a product and this book does not disappoint. Looking forward to seeing someone put this character through it's paces, and incorporating some of the additional flavor items that are included with the character.

This comes very highly recommended.
Customer avatar
David G August 26, 2014 3:15 am UTC
I'm glad you like it Christon, and that was our aim: a witch that was conceptually inline with a, well, witch!
Customer avatar
Christon S August 26, 2014 3:39 am UTC
you nailed it with cold iron spikes. I would rate it but I can't see where to give it stars, so I will just say buy this playbook you wont be sorry.
Customer avatar
David G August 26, 2014 3:48 am UTC
That's the way Melissa and I try to do it, every time. Well, except for fey things: cold iron is a big no-no for them!

If you click on the Review tab, that SHOULD give you the option to rate it.
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File Last Updated:
March 22, 2018
This title was added to our catalog on July 12, 2014.