Witchcraft, as I wrote it for Runequest, is highly individualistic, and idiosyncratic. Beyond the base understanding of how to make contacts with, and bargain with, supernatural tutors, each witch could have entirely different spells and knowledge depending on the tutelage she has received.

Many witches are likely to be supernatural "dilettantes" moving from tutor to tutor as the whim strikes them, or as opportunity presents itself. But is it certainly possible that a canny witch could maintain a relationship with a single tutor over an extended period, gaining a themed set of spells and knowledge over time. Such a witch might almost come to a cultic understanding of the tutor. Indeed, it is likely that this is how early cults originated.

With this in mind, I present the Fire Witch.

The Fire Witch has managed to maintain a stable relationship with a single supernatural tutor, in this case a potent being of Fire, such that she has the possibility of learning several fire spells, as well as gaining greater understanding of Fire as a force and a concept, even of fire in its elemental form. In exchange for this knowledge, she will have served her tutor for an extended period of time. There may be bonds of affection, or of mutual understanding, or simply of trust developed over time.

The Fire Witch is a witch who has devoted herself to a single source of power and tutelage (in this case a potent Elemental Spirit of Fire) for an extended period of time. In so doing, she has learned much about fire as an element, including several fire spells. She has also, in all likelihood, become known as a servant of the spirit in question, and may have developed some affection for it. The exact details will vary from situation to situation, witch to witch, and tutor to tutor, but this model could just as easily apply to a witch serving a dragon or vampire, as an elemental spirit.

Making the Bargain:

In order to become a Fire Witch, the candidate must gain a favorable reaction to the bargain, and propose a bargain of ongoing tutelage and service. The tutor, on agreeing, takes 1 Additional POW to seal the pact. At any point, the Fire Witch may leave the service of the tutor, surrendering the POW of the seal. If the Tutor ends the pact, the POW returns to the witch as she is dismissed.

Knowledge and Lore:

For each service granted, and thus for each spell or Feat achieved, the Fire Witch gains a deeper understanding of Fire, and/or the Elemental Plane of Fire. These rewards are in addition to normal instruction as determined by the bargain, and reflect extended time spent in the company of the tutor, and instruction gained.

On completing the first service, the Fire Witch gains the ability Sense Fire, which grants the ability to detect fire in the same way that the witch would detect magic, as well as to predict the course a fire will take, or the actions of a fire aspected being, with a Witchcraft Skill success.

On completion of the second service, the fire witch gains the Advanced Skill: Lore: Plane of Fire.

Spells:

FIRESTRIDE – 2 POW

Range: POW x Yards Resisted: No Duration: Instant

Cast this spell as you step into a fire of at least normal campfire size, and you are instantly able to note any other fire locations of the same size or larger within range. With a successful Witchcraft Skill check, you gain a very basic understanding of the location of each fire you noted. You must then either transfer yourself to one of these other fires, stepping out as if you were continuing your previous movement, or step back to the place you began your Firestride.

You can devote ranks to carry larger objects or willing passengers: Each rank allows you to bring 10 extra SIZ. You may also devote ranks to increasing the range.

HARNESS FLAME – Variable

Range – POW x Yards POW Check – No Duration – POW x Rounds

You can control any aspect of a fire within range up to the limit imposed by your Magnitude of the spell. Magnitude 1 allows you to control a torch or similar small flame. Magnitude 2 allows control of a campfire or other fire than is no more than 1 Yard in size. Each Magnitude thereafter doubles the radius you may control, and allows you to control portions of larger conflagrations. So at Magnitude 3, you could harness a 2 yard x 2 yard area of a larger fire. Use your Witchcraft Skill to determine the degree to which you can manage finesse if required.

If you spend a Major Action, you can direct the fire to move as you direct (up to your Manipulation limit per turn), even attack (at your Witchcraft skill to hit), doing 1d4 damage per Magnitude, unless the target can Evade. You can also control whether a fire spreads, the rate at which it consumes fuel (halving or doubling consumption for each Magnitude), and other aspects of the fire, like changing the color, or sculpting the flames with a finesse success.

You cannot control a fire spirit, fire creature, or Fire Aspected being with this spell. Such action automatically fail. You can seize control of a fire (or a portion of one) controlled by another. Fire elementals conjured by sorcery may be harnessed, because they are not true creatures of fire.

You may devote ranks to extending the duration.

FIRE TONGUE – 2 POW

Range – Self POW Check – No Duration – POW x Minutes

For the duration of the spell, you may speak and comprehend the communication of any creature who partakes of the aspect: Fire. You may use your Witchcraft skill to determine your level of communication, if necessary. When you speak, fire pours from your lips, not doing you any harm, but leaving a tracery of flame in the air which may be read by fiery aspected beings who cannot hear you. You may also speak into a suitable vessel, such as a crucible or lamp, and your speech will be preserved for as long the duration of your spell. It may then be carried or sent anywhere, and will pour from the vessel and speak your message on being “opened” if the duration persists. In this form, the message is comprehensible to any who can hear it.

You may devote ranks to extending the duration.

FIRE IMMUNITY – 1 POW

Range: Touch Resisted: No Duration: 1 Round

You and all that you carry are immune to the effects of fire for the duration of the spell. If you are carrying a burden, such as a large object or another being, they are not immune unless you have sufficient Magnitude to include them – each additional Magnitude can extend your immunity over one other being or any number of objects up to your own SIZ.

You can devote ranks to extend the Duration or Range.

FIRE FORM – 3 MP

Range: Self Resisted: No Duration: POW X Rounds

This spell allows the witch to transform into a shape of fire, either a corporeal form or an immaterial one that gives of flames, depending on the nature of the tutor. A fire demon might grant the first, while an elemental spirit would teach the second. The witch’s attributes do not change, but she is either composed of, or wreathed in flames. This grants her certain abilities for the duration of the spell:

Hurl fire up to POW x Yards, at a cost of 2 POW, doing 3d6 fire damage on a Witchcraft success (which may be Evaded), and setting flammables alight, or preventing them from bursting into flame, with a POWx5% success.

Set flammables alight with a touch, as above.

You are immune to attack from normal arrows and bolts, which burn to cinders before they strike you.

Immunity to fire, smoke and any related effects.

You gain 1d6 Resistance to any form of elemental attack other than fire. The exception being water, cold or ice attacks, which gains an automatic Level of Success against you on a hit. Non-attack forms of water, cold or ice, force you to lose one Action per round of exposure.

If you are corporeal, you can still affect the material world, handling and grasping things normally (subject to them possibly burning, of course). You move as normal.

If you are immaterial, you cannot affect the material world, but you can fly at a speed equal to twice your Manipulation Limit. Though Immaterial, you are still sugject to physical attacks.

You may devote ranks to extending the duration. You may increase the potency of your fire by 1d6 per Magnitude devoted to this purpose.

Feats of Arms:

Aspect Power – POW 15, Witchcraft Skill at 50%

Cost: 4 Hero Points, and you must train with a mage with the feat or an appropriate supernatural tutor for 1d4+1 weeks, paying what they demand.

When casting spells that partake of a particular aspect (ex: Fire, Necromancy, Beast magic, Mind Spells, etc), your Manipulation Limit is increased by 1 and your casting percentage is increased by 20%.

Fire Resistance – POW 13, Witchcraft Skill 50%

Cost: 3 Hero Points, and you must gain the tutelage of a being with the Aspect: Fire.

You are resistant to damage from fire, and may reduce any fire damage done to you by your Manipulation Limit. You may take this feat multiple times, each time increasing the resistance by your Manipulation limit.