Mental Attributes


Intellect and cognitive ability. Useful primarily for memorizing and remembering.


The ability to think on one's feet or under pressure, and to keep a cool head about it. This includes the ability to take in one's environment and react to it. Used to calculate Defense. It is also used for perception and reaction to surprise.


Focus, determination, personal conviction, and mental fortitude. Used to calculate Willpower. Also used for resisting coercion.

Physical Attributes


Raw physical power. Used for feats of might such as breaking down a barrier or living/moving objects.


Agility, finesse, and quickness. Used to calculate Defense.


Endurance, resilience, and toughness. Used to calculate Health. Also used for holding breath and resisting poison or disease.

Social Attributes


Bearing, assertiveness, and ability to command attention. This is not attractiveness (see the Striking Looks Merit), but can represent an ability to leverage one's best features to maximum effect.


Charm, persuasiveness, and charisma. Where Presence is more forceful and overpowering, Manipulation is social finesse – influencing others through their needs and desires.


Calm, poise, and dignity. Composure is useful for shrugging off insult or maintaining face in a tense social situation. It is also used for meditation. (Note: As Witchcraft and Wizardry does not make use of the Integrity rules, the Meditation task works a bit differently. See Advantages.)

Game System Files
Advantages Attributes Magic Merits Origin Rewards Skills System
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License