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A Coven member channels corrosive magic through bare hands above witch-iron wristbands beneath an old oak.

Curses · Poison · Dreams

Coven of the Derelict

A refuge with teeth

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What this guild is about

Find a place among the outcasts.

The Coven takes in people other traditions have cast out. Its members turn their inner magic into corrosive poison, strengthen curses and shape dreams that can wound or heal. They wear witch-iron wristbands and look after their own.

The Coven’s founders were outcasts who borrowed from different magical crafts and found a source of power of their own: the magic that keeps their bodies alive, turned into poison by hatred. Their spells go beyond direct damage to weakening enemies, changing dreams and a dangerous touch, and the same dreamcraft can cause suffering or give someone back their confidence. That range suits a player who wants several ways to affect a fight. The brotherhood also protects its own, even when the rest of the world wants nothing to do with them.

You might feel at home here if…

  • You like weakening a dangerous enemy before a long fight.
  • You want to learn the separate crafts of curses, poison and dreams.
  • You feel at home among outsiders.
A Coven member wears witch-iron wristbands and channels green magical poison.

Lore & origins

What the outcasts made together

The Coven began with people from different magical traditions who had been shunned, judged evil or condemned as traitors to their crafts: fallen rangers, corrupted mages and power-hungry psionicists among them. A band of these outcasts formed a loose brotherhood to protect others in the same position. Refugees, recluses and people with darker motives all found a place, and none of them had much reason to trust established society.

The founders put their magic together from scraps of other disciplines. Along the way they found that the sustaining magic in their own bodies could be turned into deadly poison and powerful curses, with hatred driving the change, and the Coven became feared in its own right. Its later arts reach into desecration, charm and dreams, used to harm enemies or to strengthen whoever the caster chooses to help.

Today the Coven meets in the shadow of an ancient oak with grey leaves, and a plaque nailed to the trunk makes this eerie outdoor spot its guildhall. Members wear corroded-looking witch-iron wristbands, the focus of their deadly touch. It is a plain place for a loose brotherhood, held together by the protection its members give each other and the craft they made.

An ancient grey-leaved oak surrounded by roots and quiet woodland.

A place in the world

Beneath the grey-leaved oak

An ancient oak rises over the Coven’s outdoor meeting place. Its grey leaves move above a single nailed plaque, and the place has a strong, unsettling magical presence. The guild teaches its foundations here.

Read about the world

Their role in a fight

Change the terms of the fight.

You can affect an enemy in more ways than damage. Curses reduce what it can do, scourges turn your inner magic into poison and dreamcraft changes what a target experiences. Pick the effect for the problem in front of you, then add attack magic when it helps. Mostly you change the conditions everyone else is fighting in.

A Coven dreamweaver wearing corroded iron wristbands tends a sleeping companion amid a restorative dream.
Dreamcraft can weave restorative dreams that draw on the sleeper's own hidden reserves.

With a party

A curse can weaken an opponent while your companions keep hitting it. Helpful dreams can raise confidence or restore abilities, depending on the magic. Tell the group what you are casting and why.

On your own

Alone, you learn quickly what weakening, poisoning and striking each do. A curse that lets you last through a long fight can be worth more than another attack, and a direct spell such as Toxic Spike is there when you need damage now. Get a small, dependable sequence working before you explore the rest.

Trade-offs

Range takes knowledge. Hex strengthens curses, Scourge supports magical poison and Dreamcraft covers dream weaving, and learning one doesn’t teach you the others. Some attacks mix damage types or add conditions, so how useful they are depends on the foe.

Abilities

Signature abilities

  1. Hex

    Strengthen curses

    The understanding behind the Coven’s curses. It helps you cast them, makes them last longer and can make them stronger; the curse itself decides what is weakened. Train it when you want your hostile magic to keep working after the cast.

  2. Scourge

    Turn inner magic into poison

    Improves the flow of magic when you turn your body’s sustaining power into deadly poison. Without it, the poison is weak and short-lived. The witch-iron wristbands are the focus for the guild’s touch. Train it if poison is central to how you fight.

  3. Dreamcraft

    Dreams that harm or restore

    The knowledge of weaving powerful experiences into someone’s dreams: painful visions, or confidence and restored abilities. Oneirism takes the art further. Dream magic can hurt an enemy or help someone recover.

  4. Toxic Spike

    Poison and acid attack

    A spike of mostly poison damage with an acid coating, which can also inflict ordinary poison. It needs several Coven skills to work at full strength. Know your target first, because the mixed damage suits some foes better than others.

Progression

Learn what the outcasts preserved.

The Coven teaches Hex, Scourge, Oneirism, Dreamcraft and related arts alongside casting and meditation. Each new piece of knowledge adds ways to weaken, influence or harm opponents and to help companions. The wristbands give you the guild’s touch action, so learn their commands along with the spells. Decide which part of the repertoire you like most and train the skills it needs. Read the guild lessons and spell help as you go, and try new effects on purpose so you learn when a curse, a dream or a direct attack works best.

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