From: [s--ip--r] at [northernnet.com] (Daegmorgan)
Newsgroups: rec.games.frp.dnd
Subject: Re: Kabbalah And Wicca In AD&D
Date: Thu, 02 Apr 1998 23:11:20 GMT

As promised, the Wiccan structure of magic in AD&D...I'll go into more detail 
on this than on my Qabbalh post, as I'm more fully trained in the Wiccan 
Mysteries than Ceremonial (where I'd only be an Initiate), hence greater 
understanding of the whole process.

Wiccan magick is very similar to many forms on Qabbalistic magick, this is 
because it is based in part on those practices.  The founder of modern Wicca 
was forced fill the wide gaps that in traditional knowledge and lore that had 
developed over the long span of years with seemingly suitable material from 
other magickal systems...so though it is not what was originally practiced 
(which we may never know), what has formed is an authenic albeit new path of 
magick.

Practice & Theory
-------------------------
The first thing to know is that before magic begins to be practiced, the 
Wiccan learns the ethical principles and uses of magic.
They will not use any magic to harm others, only to heal or protect; in AD&D, 
I would say that this does not preclude learning spells of harm or injury, but 
they will be an absolute last resort, suitable only for use against foes who 
may prove too strong for binding  or protective magics.  Further, use of these 
magics might only ethically be allowed against outer planar, negative 
spiritual, or undead entities.

This removes most of the spells of an injurious nature, such as Fireball, 
Lightning Bolt, Spiritual Hammer, etc. from the Wiccan's repitoire.
Wiccan magic will run more along the lines of divination (via cards, runes, or 
the stars), "psychic" phenomena (telepathy, clairvoyance, prophecy), and 
subtle magical effects (at low levels) such as Protection from Evil, a form of 
Invisibility, and not so subtle (but non-martial) effects at higher levels, 
such as Flight, true Invisibility, Teleport.
Healing and Hexing will be learned at early levels, though the latter never 
used (you learn the process of energy control, what you do with it is your own 
Karma...you can use a knife to cut bread or stab someone...).

This is because the Wiccan belief is that whatever you do will come back to 
you, some say threefold.  This concept, called the "Law of Return", or 
"Karma", does not mean that what you do will literally come back to you (You 
kick a dog, and you are kicked later), but it does return in some fashion.
The easiest way to visualize this is not a mystical fashion, that isn't the 
Wiccan Way either, but a perfectly common sense one:
"If you speak or do ill to another, you have to live with in world with that 
much more pain and hate in it."
It is also due the Rede, the guideline Wiccans follow, "An harm it none, do as 
thou Will."  "Will" is capitalized for a reason, it references true will, 
quite different from merely "I'll do what I want to."

In a magically-rich AD&D world with very active divinities, I would say that 
the DM might wish to be a little more blatant than this, but that's a personal 
call from them to make (more work also, as you might have to start tallying 
actions).  Basic rule, if the PC screws up, they should know they did, and the 
consequences should be as severe as the situation warrants, not brushed under 
the rug.

Wiccans view the energies of the universe as things that can be manipulated 
and crafted, like weaving a garment, or forging a blade.  These energies are 
not "arcane" or "supernatural", but natural energies.
The DM should probably somehow link them to the Elemental Planes, as the four 
elements will play a large role in most Wiccan magical work.

Further, the period of training before they are introduced into a coven, a 
group of others whom they will worship and work magic with, to learn the 
deeper magical secrets is a year and a day, at which point they will become 
(depending on the degree-system of the coven) First Degree.
After this, they spend time working to their Second Degree, which entails a 
deeper understanding and broader knowledge from what they have already 
learned.  They will also concentrate in a school of magic phenomena which they 
are naturally adept with (ie -- Divination via Runes, Astrology, etc). 
Teaching of the current Initiates of may be passed to them at this point.
After this, Third Degree can be reached through more study, understanding, 
etc.  Third Degree may be gifted with leadership of the current coven, with 
the former High Priestess and High Priest taking Eldership; or they may split 
off and form their own coven.
The requirements for each degree vary with the coven, and some are 
unfortunately lax in their requirements; hence the DM may have certain 
disreputable covens who award Third Degree to wholly unqualified people.

The AD&D way to work the normal Degree system would be to set them according 
to the level of the Wiccan, in that spells castable can easily (if loosely) 
represent the level of knowledge attained by them :
1st-2nd : Initiate
3th-5th : First Degree
6th-8th : Second Degree
9th+ : Third Degree

Initiates
-----------
Basic energy manipulation, no real spellwork.  Meaning real spells should not 
be learned until 3rd level; I'd suggest running them as a Mage, but delay the 
chart's progression until 3rd level.
Cantrips will likely be learned as the Wiccan will learn to perceive/feel and 
control the natural energies necessary for spellwork and healing, etc.  
Visualization exercises, etc. which would be used more for background flavor 
in an AD&D game ("What does my character do for training?").  Any spells the 
DM feels are so simple that they wouldn't require much knowledge or effort on 
the part of the caster would be taught as basic lessons.
Magical coresspondences for elements of the world will be learned (ie - Mars 
is a Fire planet, Fire is the color red, red is linked to passion and warfare, 
a sword represents fire, etc. all of these represent one another).  
Numerological and Astrological information will be ingrained, etc.

The basic rite of Casting and Closing the circle will be taught, in which all 
magic is to be performed.  The circle is necessary to clear the working space 
of negative energies, and contain those that are raised to be formed into a 
spell.
The basic circle rite is likely the casting of a form of Protection from Evil 
in AD&D terms; with the four Elements called to the four corners of the 
circle, and the twin Gods (the Lord & Lady) invoked in the center.  Salt is 
spread in a circle around the area, candles are lit at the four "corners" and 
center...think paegentry!
Note that Wiccans do not demand or command the forces they summon, they 
politely ask (as friends) for these forces to attend and protect the rites.  
Commanding and bossy doesn't win you friends in the other worlds (or this one 
for that matter).

This is also the time the individual will begin to gather or recieve their 
magical tools: the dagger (air), the wand (fire), the cauldron (water) and the 
pentacle (earth) being the basic four tools that each should have.
They should also have made or receive a robe in which to work magic, as having 
a specific garment for working helps put the mind into a magical mode.
This can all be for background and flavor, or the DM could require all of this 
before the Wiccan can cast any spells.
Other tools can be the sword, the staff, the broom, the cup, and the bell.

These tools are necessary to work magic, not because they are magical 
themselves, but because of the mood they create.  In a magic-rich world, the 
DM might decide that the tools are charged with a form of energy that allows 
the kind of spellcasting particular to Wicca.

Degrees
-------------
I'm not going to detail what the higher degrees learn, but it is simple enough 
to say that there is a wide variety of magical skills and abilities that the 
Wiccan could learn.  There will likely be various requirements for each coven, 
usually dependent upon knowledge and not skill, with energy devoted to 
developing the individual's natural talents.
First degree should learn subtle effects, healing, etc.
Third degree should learn obvious effects, flying, etc.

There are also further rites and rituals that they must learn and attend.
Of the rituals, these would be the Eight Holy Days (falling on the Solitices 
and Equinoxes, and the four days exactly between each) which should be 
celebrated, each representing part of the cycle of the natural world or the 
harvest.  Full Moons and New Moons are used for spellwork, and magical 
learning, etc.
How the DM handles this is dependent upon the campaign, the Wiccan may be a 
Solitary practitioner, with no ties to their coven, or the member of a coven, 
which might make things more difficult for them with a travelling-adventuring 
lifestyle.

Magical talismans can be created for use by the Wiccan also at this level of 
knowledge and above.  This would require Wiccans being able to enchant items 
at lower levels than any of their wizardly or priestly colleagues.  Perhaps 
limit items so created to single uses, to keep game balance.
Spells should also be a mix of both Priest and Wizard, with a tendency towards 
the protective, divinatory, healing, "psychic" effect, elemental, and subtle 
spells.  Levels for individual spells should also be mixed around, as there 
are some high-level AD&D effects that are easy/beginer magics.  The payoff, of 
course, is that spellwork takes much longer, and certain spells can only be 
cast on certain days.
On the other hand, the DM might wish to take those spells appropriate to a 
Wiccan, place them in a new category of magic, rewrite some of their effects, 
and call it Wiccan magic.

Wiccans will also have a magical diary, called a Book of Shadows, in which 
they record their rituals and rites, this can easily serve for them as does a 
mage's spellbook.

Hrm...I hope that is a good start with some ideas for how to do this.
I'm hoping that eventually I'll find a copy of the "Witch" class I wrote up so 
I can post it.

If I think up any more ideas, I'll post them in the future. :)
Plus I think that's enough to digest for now!

-The Grey Orm

http://www.northernnet.com/sleipnir/rpgs