The guild of witches is based around knowledge of the occult, but the main thing to remember is that witch magic is magic out of the ground, not out of the sky. Witchery is about herbs and cursing and flying around at nights and generally keeping on the right side of tradition; not dancing skyclad around cauldrons all day or night.
It's also about headology: you can't help people with magic (see the mess wizards make) but you can help them with skin - by doing real things. Essentially, headology (that wondrous, mysterious and womanly logic) is about glaring and tricking, nothing more - making people believe you're a witch is most of the battle.
To be a witch you must learn three things: 1) To know what's real. 2) To know what's not. 3) To know the difference.
Some interesting things about the craft:
Witches float in water.
Only women can be witches, men just get laughed at.
Wizards like to use witches for firewood even more than priests do.
The path of the witch is not an easy one, but it is certainly an enjoyable one.
The tool of the witch is the broomstick, both a good weapon and a handy way to fly.
You can obtain one from the gingerbread cottage in Skund Forest, but do not travel the roads at night.
The witches guild is primarily a service guild, the majority of commands and spells being focused on assisting other players.
It is not purely a service guild though, and some of the most dangerous and powerful players in the game are:
Definitely Not Old Crones!
Witches can brew a variety of teas to heal various ailments or provide boosts to skills, they have one major offensive spell, two useful shield spells and a host of miscellaneous spells of varying degrees of merit.
They also have the ability to create Tricks, which are extremely elaborate illusions that can be useful for TMs.
Most witch abilities lie in commands rather than spells, especially the squint options.
If you cross a witch you might just find yourself missing a nose.
One of the more useful witch spells also allows you to summon a giant fruitbat who carries your luggage for you, effectively letting you carry double the inventory space of another player. Although they are hungry little critters.
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Primary Skills |
Commands |
Squint options |
Links |
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* magic.spells.offensive * magic.spells.defensive * magic.spells.misc * magic.spells.special * magic.methods.mental.channeling * magic.methods.mental.charming * magic.methods.mental.cursing * magic.methods.physical.brewing * magic.methods.physical.chanting * magic.methods.physical.dancing * magic.items.held.broom * magic.items.worn.amulet * magic.items.worn.ring * magic.items.talisman * magic.points |
* brew * circle * convince * educe * fade * gaze * hedgehog * imbue * mock * squint * tempt |
* squinching * ogling * peering * winking * scathing * blinking * glancing * eyeing |
Discworld Mud Wiki |
Spells
Offensive
Mother Brynda's Call of Gravity (unfloat a shield [or wizard])
Gammer Shorga's Helpful Undergrowth (trap someone in a tangle of vines)
Mother Feelbright's Busy Bees (summon a swarm of bees to attack someone)
Defensive
Banishing of Prying Eyes (become unscryable)
Banishing of Unnatural Urges (Become immune to 'tempt')
Wee Flaudia's Fluffy Ear Muffs (immunity from 'hedgehog" and EFF)
Grammer Scorbic's Household Guard (float a household utensil as a shield)
Mama Kolydina's Instant Infestation (bug shield, both defense and offense at high levels, a very useful spell)
Miscellanious
Banishing of Loquacious Spirits (de-talkerise an object)
Biddy Amble's Bee Buzzer (make bees work faster in the formation of honey)
Delusions of Grandeur (give an object the delusion that it has a famous name)
Gammer Tumult's Amalgamator (meld several club badges into one)
Goodie Whemper's Apple Divination (Depends on the apple used: can be used to find out who owns a bonded item)
Granny Beedle's Cooperative Credits (probe a hag stone to learn its 'Trick')
Granny Benedict's Bond of Loyalty (bond a 'talisman' to be wielded by one person alone)
Granny Lipintense's Layer of Lard (stay dry in the rain)
Hag's Blessing (summon some fireflies to light your path)
Jorodin's Magnificent Communicator (talkerise an object)
Mama Blackwing's Potent Preserver (dry perishables to make them last)
Mother Harblist's Fruity Flyer (summon a giant fruitbat to carry things for you)
Mother Twinter's Yarrow Enchantment (imbue an objet with magic)
Nanny Revere's Traitorous Talisman (break a bond)