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===Warhammer Fantasy Roleplay=== [[Warhammer Fantasy Roleplay]] brought up the witch in the 2nd edition [[splatbook]] "Realms of Sorcery". Here, it's stated that whilst the general peasantry and townsfolk of the Empire use "witch" and "[[warlock]]" interchangeably as a catchall for "evil magic users", the Colleges of Magic have very specific definitions of the term. A Witch is a more powerful Hedge Mage, one who has grown proficient enough to begin using magic beyond the Petty Magic level. In fact, witches can be surprisingly powerful, because their home-schooling lacks the elemental mono-focus of the Imperial Colleges, so witches can and often do learn to use spells from multiple different lores. Witches are not considered evil, and in fact it's something of a duty for all College-trained wizards to coax and persuade Witches to join the college and get formally trained as a Wizard, just as they do with the Hedge Mages. On the other hand, a Warlock is a Witch who has begun using Dark Magic - sort of an intermediary step between the Witch and the [[Necromancer]], [[Conjurer|Daemonologist]], or Chaos Sorcerer. Whilst not ''entirely'' irredeemable, most Warlocks are too arrogant or mad to accept the offer to be legitimized through training at the College, and thus must be destroyed. The Witch is an Advanced Career for the Hedge Wizard featured in Realms of Sorcery. It grants +5% Weapon Skill, Ballistic Skill and Strength, +10% Toughness, Agility and Intelligence, +15% Willpower and Fellowship, +4 Wounds and +2 Magic. It comes with the unique Talent of Witchcraft and the choice of either Dark Magic or Mighty Missile as a bonus Talent. Its Skills are Animal Handling OR Intimidate, Channelling, Charm, Common Knowledge (Any Two), Gossip, Haggle, Heal, Magical Sense, Perception, Ride or Swim, Search, and Trade (Apothecary or Herbalist). Its Trappings are Healing Draught, Healing Poultice, and Trade Tools (Apothecary or Herbalist), and its Career Exits are Apprentice Wizard, Charlatan, Outlaw, Vagabond or Warlock. The Witchcraft Talent allows the Witch to learn spells from ''any'' Arcane Lore at the cost of 200 XP per spell learned, with the only restriction being that the Witch can only use this Talent to learn spells with a Casting Number of 15 or less. The Witch doesn't require the Speak Arcane Language skill to cast the spells learned through this talent, but the Witch must roll a bonus D10 for the purpose of seeing if they suffer from Tzeentch's Curse whenever they cast one these Witchcraft-granted spells. If they gain the Arcane Language and Arcane Lore talents, all Witchcraft spells lose this bonus Curse-dice.
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