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With the disclaimer out of the way let us proceed on to<br />

the good stuff.<br />

BASICS<br />

The Witch’s Handbook, from Green Ronin Publishing,<br />

adds another viable core character class to the game of<br />

Dungeons and Dragons. Like other books in the<br />

Master Class series, The Witch’s Handbook provides<br />

all of the information that is needed to use this class in a<br />

campaign. The witch is presented as practicing a unique<br />

style of arcane magic. To quote the book a witch’s<br />

magic is “…born not of intellectual study and research,<br />

nor of the power inherent in the blood, but from an<br />

understanding of nature and simple hearth wisdom.”<br />

The authors sum up their version of witchcraft better<br />

than I can.<br />

BETWEEN THE COVERS<br />

The first thing that really caught my attention when I<br />

first glanced through this book was their disclaimer on<br />

page three. To paraphrase: this book is not meant to be<br />

a guide to any neo-pagan religion or spiritual practice<br />

and the herbalism section should not be taken as a real<br />

guide to medicinal or therapeutic herbs. This book is<br />

meant for role-playing games and nothing else. “The<br />

material in it is presented in the spirit of fun and<br />

enjoyment, not to educate or parody.”<br />

The Witch’s Handbook is organized in chapters that<br />

cover information about witches and witchcraft, their<br />

traditions, history, abilities, rites and more. This book<br />

includes everything needed to play witch characters in<br />

your campaigns or use them as non-player characters.<br />

Chapter One: The Way of the Witch describes the witch<br />

character class and its abilities. It provides several<br />

witch-related prestige classes, along with an overview of<br />

the traditions of witchcraft and the roles of the witch in<br />

history and mythology. Each class comes with at least<br />

two sample characters, which are usable as non-player<br />

characters.<br />

Chapter Two: Skills and Feats cover the use of existing<br />

skills with witches. An emphasis is given to the Heal and<br />

Profession (herbalist) skills. New feats and metamagic<br />

feats, suitable for witches are described. Many of these<br />

feats are suitable for use with other character classes.<br />

Chapter Three: Tools of the Craft gives descriptions of<br />

the many tools that are used by witches. Included is a<br />

look at herbalism and the medicinal and magical uses of<br />

herbs and plants. Information is also provided on<br />

alchemical creations, ritual tools and components and<br />

magic items created and used by witches.<br />

Chapter Four: The Craft of the Wise looks at the magical<br />

side of witchcraft. This chapter gives rules for ritual and<br />

cooperative spellcasting, granting witches (as well as<br />

other casters) wider flexibility and power but more time,<br />

effort, and preparation of spells offset these bonuses.<br />

Last but not least are the witch spell list and the<br />

description of various new spells, with notes on<br />

changing some existing spells to fit with the style of<br />

witchcraft.<br />

VALUE<br />

The Witch’s Handbook gives a buyer very good<br />

content for the price (MSRP $14.95 US). The buyer<br />

receives five prestige classes, fifteen new feats, over a<br />

dozen new spells (plus new uses for old spells), rules for<br />

ritual and circle magic, thirty new potions, an assortment<br />

of magic items and expanded rules for the Heal and<br />

Profession (herbalist) skills. As a bonus, this book<br />

contains nice artwork by Drew Baker, Storm Cook, and<br />

Stephanie Pui-mun Law. If you need more variety in<br />

your campaign, then head out to your local game store<br />

and pick up a copy of The Witch’s Handbook.<br />

WWW.GREENRONIN.COM

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