(Abridged for Questworlds Genre pack, which requires detailed descriptions of magical systems and is already in use in playtesting.)
WITCHCRAFT: The scrappy and scandalous magic of human oral tradition, witchcraft is the magic of the unseen and unknown. While other magics can become reliable over time, witchcraft always comes at a cost. Anyone can become a witch if they are willing pay the price. But unlike Sorcery, Alchemy or Enchantment, it can never be a power truly mastered, only called upon. Humans have used witchcraft to defend against alchemy and sorcery for all of recorded history, but those of Faith say it's the power of the Devil. People don’t trust Witchcraft, because they shouldn’t.
Witchcraft is very accessible, but even those who know its “rules” don’t have a deep knowledge of how it works. This means creating new, powerful effects is possible, but dangerous. Every spell has a price, and a seasoned witch can manage this, especially if they have someone else pay it with a bit of trickery. Unlike sorcery or enchantment, pushing the limits of Witchcraft is EASY, but the consequences afterwards are often significant and not always the result of failure. Witchcraft, more than any other magic, gains more substantial benefits with more preparation time; it's very much a magic of ritual. Also, Witchcraft is a much more PERSONAL form of magic, meaning it gains both increased power and consequences if the end result is poetic justice, for either the victim or the caster.
GMs should reward witches who take their time and describe cool rituals, as well as those who accept or suggest consequences for themselves that create an interesting story. They should discourage witches who engage in gleeful cruelty or rely on consistant repeated results.
Example Keywords:
Crossroads Deals (Stolen Memories, The Pact Is Sealed)
Evil Eye (Vile Sickness, Paralyzing Glare)
Cursecrafter (Twist of Fate, Doomed To Fail)
Blood Magic (Painful Healing, Blood Knife)
Cryptid Communicator (Languages of The Unknown, Monsterous Voice)