WitchCraft

1999 · Core Rules (min needed to play)

WitchCraft

Players take on roles of the Gifted—individuals with magical, psychic, or supernatural abilities—whose actions shape a world on the brink of upheaval. Character creation covers a range of types from powerful occult practitioners to ordinary people and hybrids, with stats and abilities governed by a unified rule system usable across eras. Play centers on investigation, interpersonal conflict, and the use of four core Metaphysical Arts: invocations, divination, necromancy, and divine inspiration, while factions and associations provide political and ideological frameworks. The book also details spirits, undead, and other supernatural threats to support campaign and encounter design.

Players
0
Complexity
3 / 5
Attribute/Stat Based (STR, CON, PER, etc)Skill Based (buy or gain skills)Point Based (allocate points to get skills, powers, etc)

On Ludoya's tables

Full stats in Ludoya
1
Plays logged
1
Players
4h
Average play
2
In collections

Game facts (players, playing time, age, credits) from BoardGameGeek.