Seducer (Witch Archetype)
Sexuality is a difficult subject to broach with gaming groups, since you have to consider how each member feels about certain things. Some may want no sexual themes in their game at all, or to allow sex between characters, but gloss over it. A rare few may go to the opposite extreme as well.
All of these are entirely valid ways of viewing things and running games, and like many aspects of roleplaying games, you should understand everyone’s limits and work within them, both as a player and GM.
I say this because today we’re looking at an archetype that dips its toes into sexuality and conceptually cannot be entirely divorced from the subject. I speak of course, of the seducer witch.
The concept of beings of a mystical persuasion drawing those of the gender(s) of their choice into intimate encounters, sometimes as a pretense for more violent acts, is a classic trope in fiction and mythology. More specifically, today we’re looking at the classic image of the sensual enchanter/enchantress through the lens of old magic, the classic charming witch.
This archetype is primarily associated with The Green Mother, one of the fey demigods known as the Eldest and the patron divinity of every part of nature that lures prey. The light of an anglerfish, the sickly sweet nectar of carnivorous plants, the worm-like tongue of a snapping turtle, and yes, even the sensual wiles of a beautiful (or seemingly beautiful) person drawing in another into a trap.
It’s important to remember, however, that not everyone who enters the Green Mother’s embrace is killed or devoured. So too, not every seducer is necessarily a killer or a manipulator. Some may pay homage to divinities or spirits of fertility and passion, rather than of manipulation, behaving accordingly. What is important is that these mages, be they incredibly beautiful or simply charming beyond belief, know how to get what they want with charms both magical and mundane.
Rather than intellect and knowledge, it is their charm and force of personality which helps them empower their spells and entice that knowledge from their patrons, whom are universally of the deception, enchantment, plant, thorns, or trickery aspect.
Naturally, seducers are blessed by their patron with a hex of charming, and theirs is particularly potent, especially if the target holds attraction for the witch, more so if they have acted on that attraction with them recently.
Channeling passionate energies, these mystics can temporarily overwhelm others with a brief act of passion, typically a kiss. Like their empowered charm hex, this magic is harder to resist the more intimate the victim has been with them.
Finally, these witches never have to worry about privacy when offering their passions, conjuring a magical bower that blocks sight and sound (not to mention most mood-killing weather). The interior, while filled with conjured vegetation, is always soothing and inviting, bolstering the healing of those within. Furthermore, those that engage in acts of passion with the seducer while within find their bodies and minds briefly bolstered thereafter, though not against the magic of the seducer themselves.
Whether you play these witches as lethal lovers, benign sensual healers, or a mix of both, this is a great themed archetype for an enchantment-focused witch, though of course talk with the rest of the group to establish boundaries, as always. For this archetype, I can recommend a strong focus on enchantment-based feats, spells, and hexes, though don’t forget to also branch out for variety and coverage.
While enchanters that lack charisma exist, relying on their magic to garner allies or lovers, the charisma-based nature of this archetype guarantees that even the most homely of seducers sports an attractive charm in behavior if not in body, useful to know when building characters with it.
The rain-frenzy of the shark-like adaro people is well-documented, but few outside of their culture know of the other way that storms make their blood rise. The priestess of the Coral Burn clan, Injessa, is a creature of powerful muscle, passion, and curves. Should she be impressed with the strength of even an outsider, she might invite them to receive her boon, a treasured amulet with powers over the ocean, provided they can survive her.
Contrary to malicious stereotypes, Cenevere The Lover (The Harlot to her enemies) is a strong proponent of medicine and healing, making life safer for all, particularly those who share her other line of work. Her latest project is discovering a way to cure the curse-disease that torments the race of dragons known as taniniver.
Though called the “Lampad King”, the moody masculine fey prefers the grim solitude favored by the rest of his species. On those occasions where he seeks comfort from others, those unions with the powerful ruler of Nassovyre Caverns give birth to beautiful, yet sullen children of fey lineage, regardless of his lover’s gender.