TEXT: The Vile Witch
  
  2
  Mazes & Perils: Vile Witch
  © Moebius Adventures, 2016
  Writers: Vincent Florio, Brian Fitzpatrick, and Sal Valente
  Editors: Brian Fitzpatrick and George Fields
  Layout: Brian Fitzpatrick 
  Art: Jacob Blackmun, William McAusland
  Some artwork copyright Jacob Blackmon, Used With Permission
  Some artwork copyright William McAusland, used with permission
  Some artwork from Adobe Stock, Used With Permission
  1st Printing - July 2016
  Last Update: 30-JUN-2016
  
  3
  The Vile Witch
  On the fringes of the civilized world lie things wishing 
  for the way things were... before. In the dark days prior 
  to the dawn of the humanoid races, it was kill or be 
  killed. And survival of the fittest was the only rule of 
  law. Back then, the shadows swelled with terrifying 
  beasts using anything they could to spread the taint of 
  fear to every dark corner. 
  Those things are still out there. Plotting. Planning. 
  Scheming. Struggling to find a foothold in the light of 
  day. 
  Vile Witches and Warlocks or whatever you choose to 
  call them have come to spread their particularly nasty 
  form of corruption to the world. And they have come 
  to stay...
  Extra Classes
  Though we included six main classes in Mazes & Perils 
  Deluxe Edition, there is plenty more to explore, so we'll 
  be releasing a new class now and then to expand the 
  world. Whether they expand the reach of the things in 
  the dark or the things in the light is up to you!
  An Overview...
  In a world of plenty, there is a ton of refuse. Trash, 
  filth, dregs, and oddments litter the streets, flow 
  downstream, and fill the dark, wet nooks and crannies 
  we'd rather choose to forget. Some folks, however, call 
  those spaces home.
  Originally created by the primitive, goblinoid races to 
  celebrate the scum and leavings of the upper worlds, 
  Vile Witches and Warlocks have chosen to embrace 
  these discards as treasures. They may be dirty and 
  lacking in the finer social graces, but there is power to 
  be had among the dross. 
  Though the earliest of these witches may have been 
  primitives on the outskirts, there are many now among 
  the poorest parts of cities and towns, quietly gathering 
  power for themselves. These are the penniless, the 
  destitute, and the paupers left out in the cold, cruel 
  world. But in those surroundings they have found a 
  simple grace among the waste of the world. 
  Even so, these vile, wretched spellcasters will shun 
  anything new, choosing instead to reuse that which 
  others have thrown away. They have become scavengers 
  of the highest order, picking through the remainders 
  of each day to find the nuggets and pearls tossed aside. 
  They see others who waste resources upon expensive 
  gear and fine clothing as ignorant and frivolous, blind 
  to the fate of the less fortunate right under their noses.
  The treasures these individuals find become quite useful 
  in the rituals they use to cast their spells. Most adore 
  the use of small blades for their day-to-day survival, 
  choosing to rely on their magic as a way to give them 
  time to escape when the need arises. If pressed into 
  combat, they will usually avoid melee unless absolutely 
  necessary. And then they will use small, finger-length 
  blades to slash and open wounds in their opponents so 
  they may break away and attack from a distance.
  These witches of waste typically avoid metal armor, 
  which makes them bulky and slows them down. But 
  they are known to collect trinkets and baubles which 
  have meaning to them.
  
  4
  Basic Features
  Like the Magic-User and Enchanter, a Vile Witch 
  uses a d4 for their hit dice if the "Variable Hit Dice" 
  optional rule is in play. Or a standard d6 otherwise.
  They are limited to Human, Elf, and Halfling races 
  and must be any non-Good alignment. 
  Vile Witches are limited to cloth armor and small 
  bladed weapons.
  Special Abilities
  Vile Witches have two main special abilities at their 
  disposal: Summon Filthy Familiar and Toxic Blood.
  Summon Filthy Familiar
  Duration: Permanent
  Though Vile Witches 
  spend much of their 
  time on the edges of 
  the world, they are 
  hardly ever alone. 
  They can call all sorts 
  of vermin and pests 
  to help them in their 
  cause. 
  See the Appendix 
  detailing the new 
  rules for magical 
  Familiars.
  To attract a familiar, 
  the witch will 
  summon them to 
  their aid with a song, odor, or vibration.
  Roll on the table to randomly determine the type of 
  vermin drawn to the character when this power is used 
  (or negotiate with your GM).
  Toxic Blood
  Duration: Permanent
  At second level, the Vile Witch or Warlock must 
  undergo a permanent transformation which turns 
  their very lifeblood to a foul and putrescent substance. 
  It goes from red and vibrant to a sickly green, viscous 
  black rotten slime.
  Animals and creatures 
  with an enhanced 
  sense of smell always 
  react negatively to a 
  Vile Witch due to 
  the sick taint of their 
  blood that can be 
  smelled at a distance 
  of 15 feet.
  The fetid spoilage in 
  their veins gives these 
  witches an immunity 
  to all forms of disease, 
  both natural and 
  magical. They are also immune to all but the most 
  powerful poisons and toxins, being as they themselves 
  have toxins flowing in their veins. Creatures with toxic 
  bites and stings such as scorpions, serpents, spiders, 
  and so on, will still do physical damage; but their 
  poisons will have no effect. As a result, these witches 
  surround themselves with this type of creatures as 
  familiars and pets to keep others at a distance.
  Vile Witches can also cut themselves and coat their 
  weapons with their poisoned blood. If they use that 
  weapon to cut another, it acts as a poison (Save vs. 
  Poison); and the victim begins sweating and grows ill 
  on a failed save, taking -1 to their Str and -2 to their 
  Con until healed.
  1d6
  Familiar*
  1
  Large Black Centipede
  2
  Rat
  3
  Large Crypt Beetle
  4
  Small Skull (Possessed)
  5
  Mangy Coyote
  6
  Giant Tick
  * Be sure to confer with your GM on 
  whichever Familiar you choose.
  
  5
  Vile Witch - Experience and Spells Per Level
  Spells Per Level
  Special Abilities
  Level
  Experience
  Hit 
  Dice
  1
  2
  3
  4
  5
  1
  0
  1
  -
  -
  -
  -
  -
  Summon Filthy Familiar*
  2
  2,000
  2
  1
  1
  -
  -
  -
  Toxic Blood*
  3
  4,000
  3
  2
  1
  -
  -
  -
  4
  8,000
  4
  2
  2
  -
  -
  -
  5
  16,000
  5
  2
  2
  1
  -
  -
  6
  30,000
  6
  2
  2
  2
  -
  -
  7*
  60,000
  7
  3
  2
  2
  1
  -
  8
  120,000
  8
  3
  3
  3
  2
  1
  9
  240,000
  9
  4
  3
  3
  3
  2
  * See the Special Abilities for a description.
  
  6
  Vile Witch Spells
  Acidic spew
  Level: 2
  Duration: Instant
  Range: Caster height in feet (round down)
  Damage: 1d6 +2 points for each level of caster
  Casting Acidic Spew causes the witch's stomach to 
  churn and erupt in a toxic stream of bile, rot, and foul 
  intent directed at a single target. The stream causes 
  1d6 base damage +2 points of damage for each level 
  of caster.
  Digger
  Level: 3
  Duration: 10 Minutes
  Range: Self
  When Digger is cast, the witch's hands become like 
  the hardened claws of a large mole, perfectly suited 
  for digging into the earth at a speed of 2 feet per 
  turn. These new claws may also be used in combat as 
  improvised weapons causing 1d4 damage.
  Foul Diet
  Level: 2
  Range: Self
  Effect: Heals 1d4+1 HP up to 1/2 their full HP value
  One of the main virtues of a Vile Witch is their knack 
  for survival. In dire situations, the witch can consume 
  dirt, carrion, or any sort of refuse to regain 1d4+1 HP 
  up to half of their full hit point value.
  Glide
  Level: 2
  Duration: The length of one "glide" from one point to another
  Range: Self
  In critical situations, a Vile Witch can seemingly 
  detatch and stretch their skin to form rudimentary 
  wings like those of a flying squirrel. This allows them 
  to glide from one point to the next without harm but 
  does not grant them the power of flight. Note that the 
  witch may not fight or be weighed down with gear 
  while gliding.
  Hideous Hide
  Level: 3
  Duration: 1 hour per level of caster
  Range: Self
  Effect: Adds +3 (-3) to caster's natural AC value
  This spell grants the caster a temporary layer of thick, 
  crusty warts and calcified growths to increase their 
  armor class substantially. They gain +3 (-3) to their 
  natural AC.
  Infectious Kiss
  Level: 5
  Duration: Permanent (until Cure Disease is cast)
  Range: Touch
  Effect: Special
  A primary goal of every Vile Witch is to spread 
  their vile nature to those polluting the world. They 
  do this through a particularly nasty "kiss" after a 
  successful grapple attack. The witch puts their mouth 
  somewhere on their victim's body and sprouts an 
  ovipositor used to inject its toxic brew. Think of it 
  as if the witch were a mosquito but injecting their 
  victims instead of draining them dry.
  This toxic injection causes severe issues for the victim 
  unless they seek attention quickly. Without the benefit 
  of a Cure Disease spell or potion, the victim will suffer 
  severe rashes all over their body and sweat profusely, 
  1st level Spells
  2nd level Spells
  Opportunist
  Pustule
  Taint
  Acidic Spew
  Foul Diet
  Glide
  Night's Companion
  3rd level Spells
  4th level Spells
  Digger
  Hideous Hide
  Tonguelashing
  Living Death Doll
  Scent of Fear
  Wretched Form
  5th level Spells
  Infectious Kiss
  Old Wounds
  Scorpion's Kiss 
  Song of Insanity
  Spike Syphon
  Vile Spike
  
  7
  suffering 1d4-1 damage. Any food or drink consumed 
  is vomited immediately and they can only heal back 
  to half their full HP. 
  After that first 1-3 days without a cure, their organs 
  begin to burst and liquify, causing 1d10+3 damage 
  each day until it eventually kills them. Even after 
  death, the liquification process continues until all 
  that's left is a gelatinous puddle of skin, feces, and 
  ichor. The victim remains somewhat conscious all the 
  way to the end, experiencing excruciating pain but 
  unable to do anything about their impending doom.
  Living Death Doll
  Level: 4
  Duration: 1 combat or 5 minutes per 
  level
  Range: Self
  Effect: Special
  When cast, the witch becomes 
  a living, breathing voodoo 
  doll. Any damage inflicted 
  upon the witch reflects back on 
  the combatant who dealt the 
  damage. Each attack results in 
  the witch only taking 1 point 
  of damage unless more damage 
  is dealt than the witch’s current 
  HP value. If that occurs, the 
  witch is dropped to zero and 
  rendered unconscious.
  Night's Companion
  Level: 2
  Duration: 10 minutes per level
  Range: 1 mile radius
  For the duration of the spell, 
  the witch can see through the 
  eyes of any local, nocturnal, 
  vermin within a 1 mile radius. The witch's own eyes 
  become covered in a white film, and the witch can 
  temporarily connect to any vermin within the spell 
  radius. The witch may only use one creature's senses at 
  a time but cannot control them in any way. However, 
  the witch may jump from one creature to another at 
  any time within the duration of the spell. 
  Old Wounds
  Level: 5
  Duration: Until healed
  Range: 30ft.
  Damage: 1d8+2
  Old Wounds is a stronger version of the Opportunist 
  spell. Casting this spell can open an old wound on 
  an opponent, causing 1d8+2 damage even if it was 
  healed long ago. If the opponent has an open wound 
  (i.e. has taken any damage during the current battle), 
  the witch can cause those wounds to fester and boil 
  for each round (1d8+2) until they are healed or the 
  victim dies. 
  Opportunist
  Level: 1
  Duration: Until healed
  Range: 20ft.
  Damage: 1d4+1 damage (requires 
  extra healing)
  This spell enables the Vile 
  Witch to cause an existing 
  wound on an opponent to 
  bleed further (1d4+1). Any 
  wound affected in this way 
  becomes infected and will 
  take double the amount of 
  points to heal it. For example, 
  if the witch causes 4 points 
  of damage, that will take an 
  additional 4 points to heal for a 
  total of 8.
  Pustule
  Level: 1
  Duration: 1 hr
  Range: 20 feet
  Damage: 1d4 acid damage plus special
  This spell causes a large, fluid-filled sac to form on 
  the caster. The witch can then rip that sac from their 
  body and hurl it at a target. When the sac hits a 
  target, it will stain and burn the victim with 1d4 acid 
  damage, as well as marking them with a horrible odor, 
  removable only through bathing in milk.
  
  8
  Scent of Fear
  Level: 4
  Duration: 15 minutes
  Range: 20 foot radius
  With this spell, the witch emits an aromatic cloud of 
  fear and panic causing all within a 20 foot radius to 
  see the caster as a large, predatory threat. In response, 
  any affected will flee in a pheromone-induced panic 
  unless they Save Vs. Will.
  Scorpion’s Kiss
  Level: 5
  Duration: 1 hour
  Range: Self
  This spell enables the witch to summon the powers 
  of chaos and meld with the physical properties of a 
  scorpion. Roll on the table below to see what random 
  property the witch gains.
  D4
  Effect
  1
  Left hand turns into a Pincer (1d6 damage)
  2
  Right hand turns into a Pincer (1d6 damage)
  3
  The witch's body is covered with a scorpion-like 
  carapace. +4 (-4) to AC
  4
  The witch gains a scorpion's tail from the base of their 
  own spine. (1d6 damage + poison)
  Song of Insanity
  Level: 5
  Duration: until Victim saves
  Range: 30 foot radius
  With the Song of Insanity, the Vile Witch calls upon 
  the twisted dark and speaks a language not meant 
  to be heard by mortal ears. A cacophony of vermin 
  chirps, slurps, clicks, and wails fill the air as the 
  witch sings, causing all within range to be driven 
  into a stunned panic and eventually a mind bending 
  madness.
  Victims must Save vs. Will or be stunned. A successful 
  save allows victims to escape from earshot.
  Spike Siphon
  Level: 5
  Duration: special
  Range: 8 feet
  After a successful casting of Vile Spike, the Vile Witch 
  can use this spell to siphon life from their victim. The 
  victim is drained of 1d4 HP per round, and it lasts 
  as long as the connection is kept between witch and 
  victim. A victim may Save vs. Strength to rip the spike 
  free of their flesh or to pull the witch towards them to 
  somehow sever the connection themselves.
  Taint
  Level: 1
  Range: Touch
  This spell enables the witch to taint a single vessel of 
  liquid, turning its contents into a foul-smelling ichor. 
  If ingested, the consumer must Save vs. Poison or take 
  1d4 damage. If not healed in the first 10 minutes, the 
  victim will take an additional 1d4+2 damage. If not 
  healed in the next 10 minutes, they will take another 
  1d6+2 damage.
  
  9
  Tonguelashing
  Level: 3
  Duration: 10 minutes per level of caster
  Range: 10 feet
  When cast, Tonguelashing grants the witch a whip-
  like tongue like a frog that can be used to damage and 
  entangle an opponent in combat. It does 1d4 damage 
  and has a 25% chance of tripping the target on each 
  attack. 
  Vile Spike
  Level: 5
  Duration: Instant/2 combat rounds
  Range: 8 feet
  This spell fires a calcified bone spike from the witch's 
  palm, hurling it at a target. Upon a successful hit, the 
  spike embeds itself in the victim, essentially tethering 
  the victim to the witch. The spike itself causes 1d4+2 
  physical damage to the victim, but the witch can 
  then use the Spike Siphon spell in the next 
  attack.
  Wretched Form
  Level: 4
  Duration: 1 hour
  Range: Self
  When the witch takes on a 
  Wretched Form, he has become 
  one with the vile magics and filth 
  he has embraced. This causes his body 
  to divide into a swarm of vermin that stays 
  roughly in the shape of his body. The witch may 
  not swing a weapon in this form but attacks 
  as a Small Creature, Swarm. Roll on the table 
  to determine the type of vermin that forms the 
  swarm.
  See the Appendix on Swarms for details.
  If the witch takes 1/2 of her full HP in damage, the 
  swarm will disband and the witch will revert to her 
  original form. 
  D4
  Swarm Consists Of...
  1
  Rats
  2
  Beetles
  3
  Leeches
  4
  Serpents
  5
  Flies
  6
  Bats
  
  10
  Appendix 1: Familiar Rules
  The following works as a 1st level Magic-User spell 
  and a 1st level Vile Witch ability.
  Familiar Companion
  Level: 1
  Duration: Special
  Range: Special
  The caster of this spell may cast this once to summon 
  a magical animal and/or creature companion to aid 
  them in their work. The caster becomes the master 
  of their familiar, and the creature will obey every 
  command, short of harming itself.
  The familiar itself is usually small animal or creature. 
  It cannot be used to attack, but may be used as a 
  distraction. Familiars are normally used to fetch 
  things, scout ahead for their master, and keep watch 
  as the need arises. There is a special bond between the 
  familiar and his master, one that allows the master 
  to see through its eyes and use its other senses if 
  available.
  For the character to use these abilities, he must 
  concentrate and achieve an almost meditative state. 
  The character is not aware of his surroundings 
  while in this state, so he could easily be attacked or 
  surprised. If disturbed, the character's connection is 
  severed and he must meditate again to reconnect with 
  his familiar. The character may use this ability freely 
  for as long as he'd like with no side effects.
  The process of initially summoning a familiar is a 
  ritual that takes 8 hours of uninterrupted meditation 
  with the desired creature or animal as the focus. (It 
  can also be random.) The player and GM 
  will decide if the familiar is random 
  (based on the chart of common 
  familiars) or one they have agreed 
  upon. Either way, within 24 hours 
  the familiar will find the character 
  and make itself known.
  Since the character and the familiar 
  share a special magical link or bond, 
  the familiar understands everything the 
  character wants it to do at the time. On the other 
  hand, the familiar can only communicate with simple 
  thoughts like "enemy over here" or "found it".
  If the familiar is killed, the character feels the pain 
  of the loss and suffers a 25% loss of hit points. This 
  causes them to pass out for an hour due to the shock. 
  When they awaken, they will feel sorrow for their loss 
  for at least a week. They may not attempt to cast the 
  spell again until this period has passed. The lost hit 
  points can be healed over time naturally or magically. 
  Once the spell is cast, the familiar will always want to 
  remain near its master. Depending on the familiar, the 
  character may have to tell it to go hide occasionally. If 
  not called upon in 8 hours time, the familiar may start 
  to seek its master due to loneliness.
  Common list (d6 roll)
  1d6
  Familiar
  1
  Bat
  2
  Bird (DM fiat)
  3
  House cat
  4
  Dog
  5
  Frog or Toad
  6
  Rodent (mouse or small rat)
  * Be sure to confer with your GM on whichever Familiar 
  you choose.
  
  11
  Appendix 2: Swarm Rules
  The following rules define swarms for use with the 4th 
  level spell "Wretched Form."
  Swarms
  A swarm is a mass of tiny creatures working in concert. 
  Individually, each creature represents little threat to a 
  character, but together they present a deadly challenge. 
  Though these creatures may resemble those existing in 
  nature, these are not your normal vermin.
  En masse, the swarm can take the form of another, 
  larger creature. The swarm will follow the general 
  outline of the creature and act as one entity. 
  If it is another creature such as a wizard or magical 
  animal that has turned into the swarm, they lose any 
  melee or ranged attacks the intelligent creature had 
  in its normal form. Instead the swarm has a "Swarm" 
  attack and a better AC due to the difficulty in hitting 
  such a mass of smaller creatures. 
  Movement is reduced to half the caster's normal speed 
  due to the focus required to keep all the independent 
  members of the mass coordinated.
  Each type of creature does a slightly different type of 
  damage.
  • 
  Rats (Dmg: 2d6 + disease) (AC: +2/-2)
  • 
  Beetles (Dmg: 1d6) (AC: +3/-3)
  • 
  Leeches (Dmg: 1d6 plus ongoing bleeding damage 
  of 1 point per round until healed) (AC:  +2/-2)
  • 
  Serpents (Dmg: 2d6 + poison) (AC: +1/-1)
  • 
  Flies (Dmg: 1d4) (AC: +4/-4)
  • 
  Bats (Dmg: 2d6 + disease) (AC: +2/-2)
  
  12
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  with every copy of the Open Game Content You Distribute. 
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  13. Termination: This License will terminate automatically if You 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce 
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson.
  Mazes & Perils Core Rules, Copyright 2011 & 2016, Vincent Florio.
  Mazes & Perils Deluxe Rules, Copyright 2016, Moebius Adventures
  END OF LICENSE
  
  14
  Explore  these Games, Adventures, 
  System-Neutral Supplements And More 
  at www.moebiusadventures.com
  Death lurks around every turn! Not everyone 
  will survive – but hey, those are the breaks! It’s all 
  worth it to find fame, fortune, and make a name 
  for yourself, right?
  Mazes & Perils is a fantasy game that takes you 
  back to the days when it was simple: no powers, 
  no special abilities, just swords and magic. All you 
  need to play are a few friends, some dice, and your 
  imagination. And if it’s not in this book – make it 
  up! Remember, you rule the game, not the other 
  way around!
  The Frozen North holds many secrets, not least of 
  which is the power of the Purple Lotus. Impossible 
  to find, it may be the only way to help a brother get 
  vengeance.
  Will your heroes help find the flower or keep it for 
  themselves?
  The Purple Lotus is a short adventure designed 
  for 3-6 Swords & Wizardry White Box characters 
  between 3rd and 4th level, but it can easily be 
  adjusted for use with any edition of your favorite 
  fantasy RPG.
  Mazes & Perils version coming soon!
  A few dice will generate thousands of possibilities 
  for your writing pleasure. Who knows what might 
  be revealed or inspired?
  With eight different Little Spaces products out in 
  the wild, it was time for a compilation product. 
  The Big Book of Little Spaces: Haunts combines six 
  different Little Spaces products and rolls them into 
  a single book with an expanded list of descriptors 
  for each of the five senses, expanded examples, and 
  methods for mixing and matching different tables 
  to create even more unique ideas.
  System- and genre-neutral and ready to roll!
  Find us on Facebook and Google+! Or reach out to info@moebiusadventures.com! 
  We'd love to hear from you!
  
SOURCE: textdata/thevault/Mazes & Perils/Mazes & Perils Classes/The Vile Witch (M&P).pdf