Study the spells of others and their references
Familiarize yourself with your craft
Find what works best for you
Learn about history, lore, monsters, spirits, and more
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All spells have a power of their own that lies dormant.
All of the items, materials, and substances on realm cards have a latent energy as well.
In order to activate and direct the power of a spell, you must fuel it with items, materials, substances, or combinations of these things, by arranging a layout composed of realm cards (and possibly talisman cards) totaling 36 points.
Roll dice with values corresponding to the spell and it’s supporting realm cards to determine the strength of your casting abilities.
The higher point value generated by your rolls, the stronger your powers are to will the dice to serve you in battle.
This is essentially a combat system and may be used as described below. It can also be integrated into other pre-existing games at he discretion of their respective game masters, and used as one off challenges, as a circumstantial component. It can be used to compliment other battle systems where magic is already a factor. More importantly, this combat system can be used within other games when magic is not already present, but needs to become a factor. Say for instance that you are playing an old familiar board game and find that both you and an opponent must both occupy the same space. The game that you're playing may not have made provisions for the fact that you don't want to share the space with another player. By integrating this system you can now challenge the other player for the space!
You could play it casual. ...or.... You could immerse yourself in the game by wearing your characters outfit and properly casting your spells.
Casting one way at a distance.
Two players in a single match with one turn each, the outcome depends on the direct comparison of end scores.
*no to cursing or warding
Two players in a single match with multiple turns, last odd match breaking any ties, the outcome depends on the direct comparison of total wins. Multiple turns in sequence can produce some unique results.
*yes to cursing or warding
Same solo, even, and odd game rules apply. Two players in a single match with multiple turns, last odd match breaking any ties, the outcome depends on the direct comparison of total wins. More complex spells can be cast with actions in sequence from the group that can produce even more unique results.
*competing covens must consist of an equal number of members and may cast either in unison, in sequence, or alternately against opponents
select your spell from a book, noting the point value of the spell
select realm cards to fuel the spell, noting their point values
talisman cards can also be selected up to a maximum of twelve points, noting their point values and the particular conditions of their usage
any configuration of realm cards, and talisman cards is permissible to support a spell
you must have a total point value of 36 to cast, no more and no less
lay out your spell and card spread and read the spell aloud including any scrap instruction
roll the appropriate dice to determine that spells strength
roll the appropriate dice for each corresponding realm card to determine its strength
include any talisman cards and their conditional values as supporting strengths
add all values to determine the strength of the attempted casting
compare end strength totals to determine strength of casting and, therefore, the winner
There are many ways to play and several component aspects that can either simplify or enhance your game.
That's right, we said witches and that means you! You're on your way to becoming a witch. How did you expect it to happen? Well this is one path to magic that gives you a really fair shot at building and channeling your inner strength into real magic.
Without witches there is no Strega. The word Strega means witch and there are as many types of witches as there are many types of magic. You must learn what types of witches there are and then determine what type of witch you are to become, that is if you are not a witch already.
Witches are interested in sources and origins because knowledge leaves a path of direction.
A witch who is learned. This type of witch has a reason why they are drawn to magic and why they know that is is the best tool to achieve their intentions. They have had to work extra hard to find magic and make it work for them. Their story is one of challenge and victory.
A witch who is born. This type of witch has a choice to either use or not use their gift and must learn to live with advanced awareness.
The next category system new witches will want to be aware of is one of moral determination. There is no wrong way to learn magic, but some ways will work better than others for the individual. What is right for you may not be right for someone else, yet some insist. Even within the higher orders of magic there must be disagreement and therefor, contest! This is where most witches draw their guiding line.
Also called a Neutral Witch, this type of magic user adheres to no specific code of conduct and will use what ever means they see fit. They are the least predictable and therefor, the most flexible type of witch.
This type of witch follows a dark and mysterious code of conduct, often using the most aggressive means to accomplish their goals. They can be the least merciful type of witch, so beware!
This type of witch embodies the principles of light and may use gentler means in their expression. Inflexible in their goodness, they are the kindest and the most peaceful type of witch, often choosing to employ defensive methods as opposed to direct attacks.
Witches will practice their craft solo, in tandem, or in a coven. Crafting is always a work in progress and pays homage to an awareness that learning is a lifelong journey, so of course witches are always thinking about magic and how best to use it. This will have them wanting to discus the topic with others of a similarly open minded nature. Because of this, witches tend to band together according to their natural inclinations; and this is how covens are born.
These spells assist with controlling the variations of time flow in terms of speed, direction, and period. You are able to accelerate or reduce the flow of time around a rival, reverse it, or even halt it altogether, freezing your opponent in place. Send another witch to a distant time and trap them there, or place them in an endless loop of experience. Time spells may work best when used in more complex coven battles, or when supporting a spell sequence in odd games, but can also produce powerful results on their own in either even games or as solo layouts.
This type of spell controls elemental circumstances and conditions producing a wide array of variant effects including temperature. Cause a storm, earthquake, fire, or direct the wind to move objects. Control the elements to adjust the composition of things and use them to your advantage in battle. You can even create weapons to wield in battle or types of shields to defend yourself or your coven.
Spells in this field are used to move and manipulate objects, substances, and can even be used to control the body or mind of an opponent. Lift someone into the air and smash them against the rocks below, make them walk the plank, or cause a psychotic episode.
A spell of this sort is used almost exclusively to summon up spirits, ghosts, and entities to do your bidding. Beckon a ghost from the distant past to haunt and torment, call upon a being from the spirit world to posses your foe, or direct an otherworldly entity to manifest and strangle your victim.
Spells of this nature can be used to transmogrify the overall shape and even the composition of objects, materials, and even living things. Turn your opponent into a toad, transform yourself into a werewolf, or turn the floor below your foe into quicksand.
This sorcery is used to manifest things out of apparently nowhere using portalization. Pull helpful things through to your current location or summon beasts from beyond to serve your will. Push enemies into other worlds to endure untold tortures.
Spell Pages hold the magical lens that enables this type of spell casting. You must have a spell page to cast the spell and you can do this from any device that can display it, although the preferred method is to use a printed spell page
These spell pages come from the library books. You must copy, print, and customize them for your own unique spells. Include words, symbols, and illustrations that highlight and empower your intentions, manifesting them into reality! Some keep them in folders while others choose to roll them and store them in scroll form; what ever works best for you. Now you can begin to use them and see which ones work for you and which ones do not. Adjust, reproduce, and perfect your spells until you feel that they are just right. Then place your best spells in your grimoire.
This book is a collection of all your best spells. It is full of magic and power that you have channeled and so you must make it in what ever way seems best to you. Some choose to pulp their own paper, scribe their spells in enchanted fluids, and bind their own books with layers of ritual, while others digitally design and print their magical records. Each has their own power as you will soon discover for yourself.
Dice are a must. A proper set of polyhedral dice consists of 4, 6, 8, 10, 12, & 20. For our magical purposes, no 100 is currently needed. You need dice that correspond to each realm card and spell that you use. They are the link between you and your efforts. If you focus your energies then they will serve you well in battle. Whether real or digital, these are your interface with the game and you must will them to serve you in battle.
Realm Cards may power your spells and can be used in any combinations. Those that work with magic are able to draw energy from certain items or materials which fuel their spells. You will soon discover what suits your craft,
These cards have values corresponding to dice values and represent real world items, substances, and materials that may power your spells
Talisman Cards can guarantee, to degrees, a certain amount of power to your spells casting efforts. They can be used only to a maximum value of twelve and each has special instructions for use so study well.
These cards have values corresponding to dice values and represent magical items, substances, and materials that guarantee power to your spells through their usage up tp a maximum of 12, and at the discretion of your Witches Witness.
Witches Witness, also known as theTestis Maleficis or TM, is also considered a component of the game. Employing this person can greatly enhance gameplay. This is a person who is trusted, well versed in gameplay, and aware of all the details and sources of information. They can quickly answer questions, guide the game along, set standards of battle, keep score, referee disputes, and assist with manifestations.
The Testis Maleficis (translates to witches witness) is often referred to as the TM and can have several component roles depending on the intended mode of gameplay. While not strictly required, having a TM facilitate gameplay by expanding and reinforcing your experience through narrative dialogue can have many benefits. The most noteworthy advantage of employing a TM is that they are well versed in the rules and intricacies of the game. Because of this, they can easily answer questions, clarify rules, and quickly navigate through info to assist gameplay which can smoothen the flow of experience.
Here are some of the things that they can do:
Lead and facilitate the game
Define game parameters
Clarify rules
Narrate a theme, location, or time period
Answer questions
Assist in pronunciations
Review spells and suggest layouts
Referee rolls and disputes, making final calls
Track points and calculate damage
Collaborate to facilitate “manifestations”
Manifestations are most commonly accomplished using a careful combination of coordination with a TM, cosplay, props, and sometimes special effects use of lighting and sound.
In Strega, the term "manifestations" most commonly refers to spells in which summoning results in a ghost, spirit, entity, or being manifesting in the game at the behest of one player with the intent of causing damage to their opponent. In order to enhance the experience, it is not uncommon for players to have an external person dress in cosplay representing the intended manifestation and appear on call if the roll allows, with the intention of scaring the opponent. This can make a game very exciting by creating an immersive experience that appeals to the full range of senses.
Idolus Boards are one of several tools that can be used as a way of assigning physical location, providing a range of movements through space, and giving course to various interactions.
The original system consists of a set of spaces arranged in a three concentric rings. The outer has thirty six spaces, the mid has twenty four spaces, the inner has 12 spaces, and there is a forth and final central space. This gives 73 physical spaces, with 3 spaces doubling as stepping stones to the next inner ring, totaling 76 unique positions in a full cycle. The spaces themselves are marked with shapes corresponding to dice facets such as triangle, square, pentagon, and pyramid, each having special rules that determine their conditions of occupation. The board is an option to use and manage turn taking and interactions, but is not required to play the game. While it helps to pace a game where moving through space can be relevant. You can utilize the cycling process at different dice rates as is supports the environments and/or can also take several forms such as board, scroll, tapestry, poster, book page and usually a small object or idol is used to represent the participants.
Idols are used to represent participants in some spells, and almost always when using Idolus Boards.
The Idols which represent the players can be made or procured and most often appear as anthropomorphic character forms, some are simply crystals or other magical items. A TM can say what is appropriate for any given game, and if used on an Idolus Board or Idolus Page then they must comfortably stand on their own within the allotted spaces.
Scraps are used to direct some actions of your spell casting. Write your intentions and roll those dice.
Many spells are self explanatory and obviously actionable such as "Choke" or "Incinerate", while others are component in nature, and still others are summoning spells. Scrap Instructions are a time honored element in spell casting magic. An example of their necessary usage would be in summoning a spirit. To simply summon a spirit would be a basic act in itself but then what would it do? You must instruct the spirit and so we employ a scrap of paper with the instruction written on it such as "consume", "possess", or "drive insane".
Technology is a real thing and its own kind of magic so let's use it!
Can't get to a deck? Use out site to pull up a card and use your phone to play.
Use an iPad screen displaying a spell page to work your magic.
Upload your own spell to our public grimoire and share your magic.
Use digital dice or a number generator to execute your spell.
No Witches Witness around? Use a device to search for your own solutions.