Review of Way Of The Witch
Chapter One: Introduction
This chapter gives a solid jumping on point for the history and feel of the culture by providing in character anecdotal descriptions Witch society and its role within the world of Myrra (Citizen Games default campaign world).
Chapter Two: Witch Classes
This chapter jumps right into it. Presenting the Witch as a brand new basic class. Showing absolutely every aspect of what is truly an exhaustively well thought out character class.
The second part of the chapter are the Prestige Classes. It presents 5 of them. Each of them presenting very well thought out exemplary stations within Witch society.
Chapter Three: Skills and Feats
This chapter provides a solid variety of new skills and feats. Each one is very plainly explained, some to an exhaustive degree.
Chapter Four: Witch Magic
This section contains new spells and addendum to many spells existing within the Player's Handbook. It also presents full descriptions of Circle Magic, Ritual Magic, Charms, Fetishes, and presents new rules on group spell casting.
Chapter Five: Candle Magic
This section presents descriptions of not just spells and effects, but deep detail regarding the creation of the materials involved in pulling off the effects. It's very well detailed.
Chapter Six: Familiars
This section includes all the relavant rules on creation of familiars. And even presents some new creatures native to the setting of Myrra.
Chapter Seven: The Ways Of The Witches
This section goes deep into the various society of Witches in general. From weddings, to dress, to holidays, to music, and mythology. It definately delivers.
Chapter Eight: Witch Organizations
This chapter presents 17 different witch organizations set within the world of Myrra. They present a definate diversity of examples in which one could easily use as inspiration make their own for their own settings.
Chapter Nine: Witch Adventure Ideas
This chapter presents 8 different adventure ideas, as well as 6 different sample characters.
Glossary
This explains all of the language and terminology put through out the in character sections of the book. And it is definately well needed.
Artwork and layout:
the cover is amazing. And the inner artwork is almost totally black & white pictures. But they are all within the theme of the book and convey the feel fo it well.
My views on this book are overall extremely positive. However, there is something that must be acknowledged. This book is so well written that it may be too intimidating and complex to some DMs to consider adding the contents to their games.

