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Witch

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Background

With a mix of dark and light, in shadows, and through mysteries, witches weave power and lore known only to themselves. Walking the border between divine and arcane, witches forge pacts with immortals, draw blood for strange rituals, and call spirits out of the Lands of Rest. To many people, they are figures of fear to be persecuted; to others, they are venerated keepers of an ancient tradition of wisdom, healing, and home-brewed sorcery. And maybe some do go mad under the strain of their black and white magic, or cackle at the moon, or seduce young men with love potions, or turn fools and princes into toads -- such is the price one may have to pay when dabbling in forbidden arts.

Witches are often viewed as outsiders, or aliens. Some witches respond to this with pride, ignoring whispered slurs and snubs by society. Some witches embrace the role of outsider -- they are eccentric and weird, defying convention.

  • Adventures: Witches may adventure in service to their art, collecting strange ingredients and herbs, seeking places of old power. They may wish to avoid the society that condemns them, hoping for acceptance in an adventuring group. The immortal powers to whom they bind themselves may call on them for quests. Or they may adventure for the same reasons others have: curiosity, wealth, fame, and great deeds.
  • Characteristics: Witches use arcane magic in ways different from wizards and sorcerers, and at higher levels they tinker and improvise spells. They also use divine spells and divine curses and blessings, powered by the immortal beings with whom they have forged pacts. They call spirits and souls to them, as servants and informants. They use secret ritual spells. They brew powerful potions and are adept alchemists. They are very poor in melee, however, because spilt blood interferes with their art.
  • Alignment: Witches use both black magic and white magic; there are good witches and bad witches (some people think even the good witches dabble in evil arts). Witches are often dark and quirky, off the wall, and unpredictable. Some like to teach lessons that help others, and some just like to meddle -- it may be hard to tell the teaching from the meddling! That suggests a chaotic bent. But on the other hand, witches love to organize into covens, in which they gain greater power, and they defer to coven leaders. This tendency is certainly lawful. So in alignment, as in most things, witches are hard to pin down. One special quality of a Witch is that she may use spells of any alignment descriptor without it affecting her alignment, although the use her spell is put to might.
  • Religion: Witches draw power from immortal beings -- some ally with the gods; some with elemental princes, demon lords, the noble fey, nature, gods now dead, or other places, beings, or forces. This helps makes them outsiders, and they may be looked down on by the orthodoxy of traditional religion. Those who worship Gargul, especially, may hate witches; they believe that the Realm of Shadows and the souls of the dead are their special spheres alone -- witches are interlopers and worse. Some few witches avoid this enmity by allying with Gargul himself and avoiding condemnation, but other witches may consider these to be turncoats and traitors.
  • Background: The Realm of Shadows coexists with the Wold proper (like the traditional D&D Ethereal Plane). Rivulets of Woldsblood run through this coexisting part of the Realm of Shadows. When you die, your soul passes into the Realm of Shadows and is drawn into a rivulet, thence on to the River of Blood and Gargul's judgment. Clerics gain spells from their gods. Druids gain spells from Nature itself. Arcanists pull spell energy from other planes, but they do not realize what they are doing -- they depend on rote formulae or instinct. Even the servants of Gargul and Alemi who know about Woldsblood do not use it to cast spells; followers of Gargul, in fact, think it blasphemy to use Woldsblood to cast spells. But witches! On a mental and spiritual level, witches reach into the Realm of Shadows and draw power from Woldsblood directly. They do not physically touch Woldsblood, nor do they pull it into the Wold like Fixers do. Instead, they perceive larger rivulets of Woldsblood as "ley lines" that they tap to cast their spells. Because they tap Woldsblood and create magic on the fly, they do not have to prepare spells ahead of time -- like sorcerers they cast whatever spell they like. Unlike sorcerers, they have a wide range of spells to choose from, representing an ancient body of witch lore. But reaching into the Realm of Shadows is draining, and so witches cast fewer spells per day than most other casters. Moreover, ley lines move, so that sometimes witch spells simply fail, or work without draining the witch at all. In some locations, though, ley lines are locked in place, usually because they are "tied" to other ley lines. Such an intersection, called a nexus, is a place of great power. You can find nexuses in forgotten ruins, in graveyards and temples, in places of great natural beauty, and so on.
  • Races: Among all races, there are those who seek out forbidden lore, or who forge pacts with powers others have forgotten. But humans have a strong witch tradition, because humans often produce eccentrics and outcasts. Elves also have a witch tradition, because they encourage free thought and the exploration of magic. Dwarfish witches are rare in the conformity of dwarf society, and gnomes more often find outlets as bards and illusionists. Halflings that have settled down seldom produce witches, but wandering halflings, exiles or outcasts, may have witches among them. The Taur races -- centaur, minotaur, liontaur -- often see witches on the fringes of their societies. Among humanoids, witches are relatively common.
  • Other Classes: Witches often feel that they have to prove themselves to others. Barbarians may fear witches, wizards scorn their "primitive" magic, paladins suspect evil in their dark rituals, and clerics look askance at the pacts witches forge with some immortal powers. Druids, perhaps, as guardians of an ancient tradition of their own, feel a kinship with witches, with whom they also share a love of herbal lore. Sorcerers, rogues, rangers, fighters, and bards are neutral, for the most part, although some bards seek out the knowledge that witches gather.

Game Rule Information

  • Abilities: Some witches are wise and insightful but repellent, some are beautiful and compelling but foolish, and a few are both wise and beautiful. A witch uses either Wisdom or Charisma, whichever is better at the moment, to determine how powerful a spell he can cast, his number of spells per day, and how hard it is to resist the spell's magic. Witches also benefit from a high dexterity score, because they use little or no armor, and from a high constitution, because their hit points are low.
  • Alignment: Any
  • Hit Die: d4
  • Starting Funds and Gear: Witches gain the same amount of starting cash as a wizard.

In addition, a witch gets three itens from the following list. These three items, generally brewed by the witch's mentor, represent a parting gift, and it would be insulting to sell or barter them: Acid Flask, Alchemist's Fire, Antitoxin, Tanglefoot Bag, Potion of Divine Favor, Potion of Alter Self, Potion of Bear's Endurance, Potion of Cure Light Wounds (1d8+4), Potion of Cat's Grace, Potion of Neutralize Poison, or a Potion of Remove Curse.

  • Class Skills: The witch's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Knowledge (all) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha). Note that Craft(alchemy) is an important skill for many witches. Skill Ranks: 4 + Int per level.
  • Weapon and Armor Proficiency: Witches are not proficient with any type of armor nor with shields. Witches are proficient with club, dagger, bolas, crossbow, net, sap, and sling.

Ethos of Blood: Blood is a powerful substance in witch magic, and if a witch draws blood with a weapon, she cannot cast arcane spells again until that weapon is destroyed. For this reason, some witches use easily breakable glass daggers for ritual spell-casting. A glass dagger can be broken as a free action if there is stone or metal nearby at which to throw it. Used in combat, a glass dagger has a -2 penalty to hit and breaks on any hit. A glass dagger costs 10 gp.

Some creatures -- undead, elementals, constructs, plants, vermin, some aberrations -- do not have "blood". A successful attack on these creatures does not "draw blood," and does not require the destruction of the weapon. A successful attack with a slashing or piercing weapon always draws blood; an attack with a bludgeoning weapon draws blood 50 percent of the time.

Subdual attacks with a slashing or piercing weapon draw blood 50 percent of the time; a subdual attack with a bludgeoning weapon does not draw blood.

If a witch draws blood with a projectile weapon, such as a sling bullet, she does not have to destroy the sling; per the Players Handbook, pages 97 and 99, ammunition that hits is automatically destroyed on impact, and it's the ammunition (bullet, arrow, bolt) that drew blood.

A witch who draws blood with fists or natural weapons cannot cast arcane spells until he washes (a full round action when soap and water are available) or uses a Prestidigitation cantrip to clean up.

When wearing armor and casting arcane spells, a witch faces the arcane spell failure chance that the armor type normally imposes. The witch has no chance of failure when casting divine (domain) spells.


TABLE: The Witch

........Base...........Fort....Ref.....Will
Level...Attack Bonus...Save....Save....Save....Special


...------------...----....----....----....-------

01.........+0...........+0......+0......+2.....Imbue.Spirit
02.........+1...........+0......+0......+3.....Ally.With.Outsider
03.........+1...........+1......+1......+3.....Brew.Potion
04.........+2...........+1......+1......+4.....Lead.Coven
05.........+2...........+1......+1......+4.....Imbue.Spirit
06.........+3...........+2......+2......+5.....Guide/Mislead
07.........+3...........+2......+2......+5.....Lesser.Tinker
08.........+4...........+2......+2......+6.....Honorary.Witch
09.........+4...........+3......+3......+6.....Imbue.Spirit
10.........+5...........+3......+3......+7.....Salve/Slay
11.........+5...........+3......+3......+7.....Improved.Brew.Potion
12.........+6/+1........+4......+4......+8.....Bend.Ley.Line
13.........+6/+1........+4......+4......+8.....Imbue.Spirit
14.........+7/+2........+4......+4......+9.....Cleanse/Fester
15.........+7/+2........+5......+5......+9.....Greater.Tinker
16.........+8/+3........+5......+5......+10....Bind.Coven
17.........+8/+3........+5......+5......+10....Imbue.Spirit
18.........+9/+4........+6......+6......+11....Bolster/Jinx
19.........+9/+4........+6......+6......+11....Improvise
20.........+10/+5.......+6......+6......+12....Set Ley Nexus

TABLE: Witch Spells Per Day

......------------------Spells per Day-----------------------
lvl:..0.....1.....2.....3.....4.....5.....6.....7.....8.....9



01...2....0.....-.....-.....-.....-.....-.....-.....-.....-
02...2...1+1....-.....-.....-.....-.....-.....-.....-.....-
03...2...1+1...0+1.....-.....-.....-.....-.....-.....-.....-
04...2...1+1...1+1....-.....-.....-.....-.....-.....-.....-
05...3...1+1...1+1...0+1.....-.....-.....-.....-.....-.....-
06...3...2+1...1+1...1+1....-.....-.....-.....-.....-.....-
07...3...2+1...1+1...1+1...0+1.....-.....-.....-.....-.....-
08...3...2+1...2+1...1+1...1+1....-.....-.....-.....-.....-
09...4...2+1...2+1...1+1...1+1...0+1.....-.....-.....-.....-
10...4...3+1...2+1...2+1...1+1...1+1....-.....-.....-.....-
11...4...3+1...2+1...2+1...1+1...1+1...0+1.....-.....-.....-
12...4...3+1...3+1...2+1...2+1...1+1...1+1....-.....-.....-
13...5...3+1...3+1...2+1...2+1...1+1...1+1...0+1.....-.....-
14...5...4+1...3+1...3+1...2+1...2+1...1+1...1+1....-.....-
15...5...4+1...3+1...3+1...2+1...2+1...1+1...1+1...0+1.....-
16...5...4+1...4+1...3+1...3+1...2+1...2+1...1+1...1+1....-
17...6...3+1...4+1...3+1...3+1...2+1...2+1...1+1...1+1...0+1
18...6...5+1...4+1...4+1...3+1...3+1...2+1...2+1...1+1...1+1
19...6...5+1...5+1...4+1...3+1...3+1...3+1...2+1...1+1...1+1
20...6...5+1...5+1...4+1...4+1...3+1...3+1...2+1...2+1...1+1

Spells and Spellcasting

A witch casts both arcane and divine spells. Most of the witch's spells are arcane. However, at second level, when the witch gains a Domain and associated Granted Power, he also gets a domain spell for each spell level, starting at 1st. The "+1" on the table above represents that. These spells are gained in addition to any bonus spells for having a high ability score. Domain spells are the witch's divine spells, and they are not subject to arcane spell failure. A witch's domain spells are prepared ahead of time and cannot be altered. All other spells that the witch casts are arcane spells, chosen at the time of casting, like a sorcerer. When the witch gets 0 spells of a given level, such as 0 1st-level spells at 1st level, he gets only bonus spells. (A witch without a bonus spell for that level cannot yet cast an arcane spell of that level, but does get his divine domain spell.)

The witch uses either Wisdom or Charisma, whichever is higher, to determine bonus spells and difficulty class modifier. If the witch's scores change during play, he can use the more favorable at any time. However, new bonus spells are gained only if the ability score change lasts more than 24 hours. To cast a spell, a witch must have a Charisma or Wisdom score of at least 10 + the spell's level. The Difficulty Class for saving throws against witch spells is 10 + the spell's level + the witch's Charisma or Wisdom modifier.

Like a sorcerer, a witch does not prepare his arcane spells in advance; instead, he has access to any spell on the witch list below and can freely choose from among them. The witch casts these spells without needing to prepare them beforehand or keep a spellbook. A witch can choose to cast any spell on the witch list, if he has a high enough casting level and ability score. The witch has no "Spells Known" list -- he knows ALL the spells on the witch list. He may use a higher-level slot to cast a lower-level spell if he so chooses; the spell is still treated as its actual level, not the level of the slot used to cast it.

Note that witches gain access to certain witch-only spells, as listed below. These spells are also called Rituals -- they have longer than normal casting times. Some are just a full round. Some are more. Some can be cast alone. Some can only be cast in a coven. Some can only be cast in the Realm of Shadows.

Unlike other arcane casters, witches draw the energy for spell-casting by psychically reaching into the Realm of Shadows and tapping the rivulets of Woldsblood that run there. Witches can sense the power echo that these rivulets make in the Wold, and call them Ley Lines. Witches speak of touching a Ley Line when they cast spells (except for their divine domain spells). Ley Lines are dynamic and ever-moving. Every time a witch casts an arcane witch spell, he rolls a d8. As a result of this Ley roll, on a 7 or 8, the Line is especially well positioned, and the witch casts the spell but does not use up the spell's slot. On a 1, the Ley Line shifts away unexpectedly, and the spell fails. Sometimes a place of power is a Ley Nexus -- within the Nexus, on a Ley roll of 8, the spell's slot is not used; on a 1, the spell is Extended (as by the metamagic feat), not wasted.

Some spells require a witch to actually handle Woldsblood. A witch gathers Woldsblood by entering the Realms of Shadows (with a Blink or a Shadow Walk or an Ethereal Jaunt spell), touching a finger or a dagger into a rivulet of Woldsblood, and letting a drop of Woldsblood fall from the blade into his cauldron. There is a risk of insanity in this action. Any time a witch does this, he must make a Will save vs DC16 or be Confused for 1d4 days.

The Coven ability of witches (see below) allows three or more witches to gather in a circle. Certain witch-only spells are designed to be cast in coven.

Many of these ritual spells use a cauldron. Cauldrons come in sizes tiny, small, medium, and large. A creature the same size as the cauldron can fit in it. A cat can fit in a tiny cauldron, a hobbit in a small one, a man in a medium one, and a wemic in a large one. Cauldrons must be specially made:

  • tiny -- 5 gp -- 4 lbs
  • small -- 50 gp -- 32 lbs
  • medium -- 500 gp -- 256 lbs
  • large -- 5,000 gp -- 2,000 lbs (about a ton)

Using the right size cauldron to perform alchemical tasks grants a witch (and only witches) a +2 circumstance bonus to Alchemy checks.

Ex-Witches: A witch who betrays his allied outsider, by offense, broken oath, or negligence, loses his domain, his granted power, and his domain spells. He also loses the divine special abilities gained at levels 2, 6, 10, 14, and 18. These might be regained through atonement. If the break is permanent, the witch might gain a new allied outsider, if the DM allows it, but not for at least a year and a day.

Special Class Abilities

Witch abilities, gained one per level, are grouped into four themes. Within each theme, an ability is gained every four levels. The themes are: A) Helper Spirit, B) Divine Curses and Blessings, C) Cooking with Magic, and D) Covens and Ley Lines.

1) Imbue Familiar Spirit (Helper Spirit Theme)The witch can call a familiar spirit from the Realm of Shadows and bind it into either an animal, a cauldron, or a dagger. When first summoned, the witch chooses one of these three. At higher levels, the witch boosts the capabilities of his existing bound spirit. In the event that an imbued spirit is slain, the witch must make a Fort save vs. DC 15 or lose 100 xp per level (half if save is made). A lost spirit can be raised or restored (see Witch only spells below), but the experience points are never regained. Or, a year and a day later, the witch can call a replacement spirit which has the same abilities as the lost one. Requires: Incense, herbs, and infusions costing 100 gp. Spirit Dagger: Materializes as a +1 weapon that the witch does not have to destroy after it is used to draw blood. It has hit points equal to half the witch's and hardness of 10 plus the witch's character level. Spirit Cauldron: Materializes as a vessel that can shrink or enlarge in size from tiny to large in ten minutes. It gives a +4 bonus when used for Alchemy checks. Regardless of size, the cauldron has hit points equal to half the witch's and hardness of 10 plus the witch's character level. Spirit Animal: Materializes as a normal cat, hawk, lizard, owl, rat, raven, or weasel. Witches of Al Mathir may add toad and snake to this list. Witches of the Lake of Eyes may further add Lakeye. The animal gains some of the abilities and attributes of a familiar: the master's base attack bonus, the master's base saving throw bonuses, improved evasion, share spells, skills, empathic link. The familiar also gains a 3d6 Int. It gives its master Alertness but no other special power. It has hit points equal to half the witch's and natural AC bonus equal to the witch's character level (stacks with animal's original natural AC bonus).

2) Ally With Outsider (Divine Theme) The witch forges an alliance or swears fealty to an immortal power or outsider. The ally can be a God of the Wold or a God of Testing. The ally can be a former god of the Wold, now "dead." Another possibility is an immortal power, such as an elemental prince, an ancient dragon, or a demon lord. It might even be possible to ally with a place or organization, such as the Magical Culverwood or the Circle of the Alder. Note that the Campaign DM must approve the witch's choice of ally. As a result of this alliance, the witch chooses one clerical domain (that is related to his ally). The witch gains the domain's granted power and extra spells, which are cast as divine spells. On the other hand, the witch also becomes beholden to the god or immortal power. In return for the benefits granted, the witch is obligated to perform small services for his allied power from time to time, and a single major service annually, if called upon. Failure to do so causes the witch to lose the granted powers until atonement is made

3) Brew Potion (Magic Theme) The witch gains Brew Potion as a free feat.

4) Lead Coven (Coven & Ley Theme) A witch with this ability can stand together with at least two other witches, forming a coven circle as a standard action. Within a coven circle, any witch who does nothing else in a given round can give another witch in the circle a +1 bonus to any skill check. The witches do not have to hold hands after the circle is formed, but the circle is broken if even one moves at all. Only one witch in the circle must have the Lead Coven ability. The maximum number of witches allowed in a circle at one time is the class level of the most experienced witch. Certain witch-only spells are designed to be cast in coven circles.

5) Imbue Spirit (Helper Spirit Theme)Requires: Incense, herbs, and infusions costing 1,000 gp; two hour ceremony held in a coven circle with caster level boosted to 7. Spirit Dagger: Becomes a +2 intelligent magic item with empathy and one primary ability. Dagger gains 2d6+6 Wis and Chr, 3d6 Int. The DM offers the player a choice of primary ability -- either one rolled randomly by the PC, or one chosen by the DM to reflect the witch's domain. The player can choose after the random roll is made and after the DM makes a choice. Spirit Cauldron: Becomes an intelligent magic item with empathy and one primary ability. Cauldron gains 2d6+6 Wis and Chr, 3d6 Int. It gives a +10 bonus when used for Alchemy checks and cuts potion brewing costs in gold and xp by a third. It can shrink or enlarge in one minute. The DM offers the player a choice of primary ability -- either one rolled randomly by the PC, or one chosen by the DM to reflect the witch's domain. The player can choose after the random roll is made and after the DM makes a choice. Spirit Animal: Gains ability to grow in size at will, either one or two steps bigger, as it (the familiar) chooses, as a standard action that provokes attacks of opportunity. The familiar gains +4 str and +4 dex per size category it gains. Its damage increases either one or two steps as well. Its size modifier to attack and AC also change to fit the new size. The familiar can change between its normal size and bigger sizes freely. A small witch can ride a medium spirit animal, but gains no special ability to do so.

6) Guide/Mislead (Divine Theme) Just by looking at a target, the witch can give the target a +1 or -1 insight bonus or penalty on the target's next attack roll or skill check in a situation in which the outcome has relevance to the target. This supernatural ability works only at close range and requires a standard action that does not provoke attacks of opportunity. There is no saving throw, but spell resistance applies. The witch can use it at will, but not more than once on the same target in a day. If the target does not make a roll in a day, the bonus or penalty is unused.

7) Lesser Tinker(Magic Theme) The witch can add a new material component to a spell in order to change what the spell does. The component must be gathered personally by the witch, and it must be appropriate. For example, a witch sneaks into a hibernating bear's lair alone and gathers sand from its eyes without waking it up! Later the witch adds the sand to a sleep spell, with impressive effects. Adding the sand to a mage armor spell would not have been appropriate. All decisions as to whether a potential component is appropriate are made without appeal by the DM. The details of how a spell is specifically altered are also left entirely to the DM, although in general the more exceptional the component, the more special the effect. For example, the DM in the example above might rule that the Sleep spell with bear-eye sand affects more creatures, or that the save DC is higher, or that the spell lasts longer. Cast on a bear, maybe the DM would give the bear no save. NOTE: The DM has absolute creativity and control on the result of a tinkering -- the same result might never occur twice, even casting the same spell with the same component. Players should understand that the DM has total control over the results of a tinkered spell. Multiclassed witches can tinker with non-witch spells they can cast.

8) Honorary Witch (Coven & Ley Theme) As a full-round action that provokes attacks of opportunity, if the witch cuts himself and another spell caster, then presses the wounds together, then the other spell caster can join any coven led by the witch as an honorary member, functioning like a witch for 24 hours. This cutting inflicts 1d4 hp damage to each.

9) Imbue Spirit (Helper Spirit Theme) Requires: Incense, herbs, and infusions costing 3,000 gp; three hour ceremony held in a coven circle at a Ley Nexus with caster level boosted to 13. Spirit Dagger: Becomes a +3 weapon with the ghost touch ability. Gains telepathy with witches and all spirits and incorporeal undead, within long range (100 ft + 40 ft/level). Gains telepathy with master, with no range limit. Spirit Cauldron: Gives a +20 bonus on Alchemy checks and cuts potion brewing costs in gold and xp by two thirds. Filled with water, cauldron can be used as focus for Scrying. It can shrink or enlarge in one full round.Gains telepathy with witches and all spirits and incorporeal undead, within long range (100 ft + 40 ft/level). Gains telepathy with master, with no range limit. Spirit Animal: Gains speech (one language plus one per Int bonus) as well as the ability to speak with creatures of its type. Also gains a Blood Bond with the witch: a +2 bonus to all attacks, checks, and saves if it witnesses the witch threatened or harmed; this bonus lasts as long as the threat is immediate and apparent. The animal also gains the ghost touch ability.

10) Salve/Slay (Divine Theme) As a standard action that does not provoke attacks of opportunity, the witch who touches a dying creature can bring the creature to one hit point. Or the witch can kill the dying creature with a touch, gaining 1d4 temporary hit points that last until used. Slaying multiple creatures allows temporary hit points to build up, but total temporary hit points cannot exceed the witch's own normal hit point maximum. This spell-like power, which has a somatic but no verbal component, functions at will, but not more than once on the same target in a day.

11) Improved Brew Potion (Magic Theme) This free item creation feat lets the witch create potions of up to sixth level spells.

12) Bend Ley Line (Coven & Ley Theme) As a standard action that provokes attacks of opportunity, the witch can bend the closest Ley Line, bringing it near with a successful concentration check vs. DC 20. If successful, any spell cast (or started) within the next round does not fail on the result of 8 on the d8 Ley roll. The witch can Bend Ley Lines at will.

13) Imbue Spirit (Helper Spirit Theme) Requires: Incense, herbs, and infusions costing 9,000 gp; four hour ceremony held alone in the Realm of Shadow. Spirit Dagger: Becomes a +4 ghost touch weapon with speech (one language plus one per Int bonus) and a new primary ability: choice of a random roll or the DM's pick. Spirit Cauldron: Gains speech and a new primary ability: choice of a random roll or the DM's pick. Cauldron also can sprout legs and animate, serving as a mount and offering half cover to riders. Speed varies with capacity: Tiny size = move 60, carries one tiny creature. Small size = move 50, carries one small or four tiny creatures. Medium Size = move 40, carries one medium or four small creatures. Large size = move 30, carries one large or four medium creatures. Spirit Animal: Gains ability to grow in size up to three sizes bigger, with benefits as above. It can also carry its master as a mount -- while mounted, the witch gains a +10 on all Ride checks and the free use of the Mounted Combat and Mounted Archery feats.

14) Cleanse/Fester (Divine Theme) As a standard action that provokes attacks of opportunity, the witch who touches a sick creature can cure the creature's disease. Or the witch can infect any creature that has a cut or open wound with a random disease. This spell-like power, which has a somatic but no verbal component, can be used at will, but not more than once on the same target in a day. The fester ability allows the target creature no saving throw, and there is no onset time for the disease (i.e., the target takes any applicable damage immediately).

15) Greater Tinker (Magic Theme) As Lesser Tinker, but the witch no longer must collect components personally, and the witch may use magic items as components. The item used is destroyed, but the effects are often surprising and potent. Again, the DM decides the effects of tinkering.

16) Bind Coven (Coven & Ley Theme) Used within an established or habitual coven circle, this ability forges strong bonds among circle members. Members of the circle cut themselves and mingle the blood in the coven leaderÕs cauldron. This inflicts 1d4 hp damage that lasts for so long as the witch is a member of the coven. Thereafter, members of the coven gain the following benefits: any member can locate another member within one mile; telepathy among members within ten miles; shared emotional empathy within 100 miles; and all cooperation and aid other bonuses from actions or spells are doubled among coven members. A bound witch cannot join any other coven. A witch can quit the coven with a special casting of Cure Light Wounds that heals the "permanent" hp damage. Or the leader of a coven can expel any member at will. Once expelled, a witch cannot be bound by the same leader again. Note: If an honorary witch agrees to be bound, then the non-witch retains honorary status until expelled, not just for 24 hours.

17) Imbue Spirit (Helper Spirit Theme)Requires: Incense, herbs, and infusions costing 27,000 gp; a drop of Woldsblood (Handling the Woldsblood in this way requires the witch to make a Will save vs. DC 16 or go insane); five hour ceremony held in a coven circle in the Realm of Shadow with caster level boosted to 20. Spirit Dagger: Becomes a +5 ghost touch weapon and gains an extraordinary power: choice of a random roll or the DM's pick.. Spirit Cauldron: Gains an extraordinary power: choice of a random roll or the DM's pick. Cauldron can also attack as a +1 weapon while animated, slamming opponents with the witch's BAB for 1d6 damage if tiny, 2d6 if small, 3d6 if medium, and 4d6 if large (including multiple attacks for a BAB of +6 or higher). It can attack even if carrying others. Spirit Animal: Gains spell resistance equal to the witch¹s level + 5. The animal's Blood Bond bonus rises to +5. The animal can use Expertise to reduce its own attacks and give an AC bonus to both itself and its master (if mounted).

18) Bolster/Jinx (Divine Theme) Just by looking at a target, the witch can give the target a +5 or -5 insight bonus or penalty on the target's next saving throw roll. This divine supernatural ability (a gaze attack) works only at close range and requires a standard action that does not provoke attacks of opportunity. The witch can use it at will, but not more than once on the same target in a day. If the target does not make a saving throw in a day, the bonus or penalty is unused.

19) Improvise (Magic Theme) The witch gains the ability to modify spells on the fly, as they are cast. The player tells the DM what it is he wants the improvised spell to do. Then he makes a spellcraft check (or Int check) against DC 20 plus the spell's level. The DM may decrease the DC by 1 or 2 if the desired outcome is less powerful that the original spell. The DM may also decrease the DC by 1 or 2 if the desired outcome is very similar to the original. On a failed check, the spell is ruined; on a natural 1 the spell backfires. For example, a witch wants an improvised Charm Monster to affect 5 creatures instead of 1, but only wants to modify their reaction from hostile to neutral, not charm them. The DM rules that this is equal in power and similar, so he sets the DC at 21 (base 20 + level 3 spell -2 similar spell). NOTE: The final result of any improvised spell is entirely up to the DM. Players should understand that the DM has total control over the results of an improvised spell. Multiclassed witches can improvise non-witch spells they can cast. The DM can make it easier to improvise a spell that is related to the witch's domain (for example, a witch with the healing domain can improvise cure spells more easily than other witches can).

20) Set Ley Nexus (Coven & Ley Theme) The witch can create a Ley Nexus by tying Ley Lines together. This requires a full round action and a Concentration check vs DC 40. The Nexus is permanent and has a radius of 5 feet plus five feet for every point by which the Concentration check exceeded 40. The witch can only set one Nexus per month, but if an attempt fails, the witch can try each round until successful.

Witch-Only Spells

WITCH SPELL LIST

(The last spell listed per level is a witch only spell -- see above.)

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  • Cause Fear Creatures with <6 HD become frightened for 1d4 rounds. If the subject succeeds on a Will save, it is shaken for 1 round. Close (25 ft. + 5 ft./2 levels).
  • Charm Person - Makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). Close (25 ft. + 5 ft./2 levels). 1 hour/level. Will negates.
  • Command - You give the subject a single command (Approach, Drop, Fall, Flee or Halt), which it obeys to the best of its ability. Close (25 ft. + 5 ft./2 levels). 1 round. Will negates.
  • Delay Poison - The subject becomes temporarily immune to poison. Creature touched. 1 hour/level.
  • Detect Thoughts - You detect surface thoughts. 60 ft., Cone-shaped emanation. Concentration, up to 1 min./level (D). Will negates.
  • Divine Favor - You gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, max +3). Doesn’t apply to spell damage. 1 minute.
  • Doom - Fills a single subject with a feeling of horrible dread that causes it to become shaken. Medium (100 ft. + 10 ft./level). 1 min./level. Will negates.
  • Enlarge Person - Causes instant growth of a humanoid, doubling its height and multiplying its weight by 8. Close (25 ft. + 5 ft./2 levels). 1 min./level (D). Fort. negates.
  • Hypnotism - You fascinate nearby creatures, causing them to stop and stare blankly at you. 2d4 HD creatures affected. Close (25 ft. + 5 ft./2 levels). 2d4 rounds (D). Will negates.
  • Reduce Person - Causes instant diminution of a humanoid, halving its height/length/width and dividing its weight by 8. Close (25 ft. + 5 ft./2 levels). 1 min./level (D). Fort. negates.
  • Remove Fear - You grant a +4 morale bonus against fear effects and suppress existing fear effects for 10 minutes. Close (25 ft. + 5 ft./2 levels). One creature/4 levels.
  • Sleep - Causes a magical slumber to come upon 4 Hit Dice of creatures. Medium (100 ft. + 10 ft./level). One or more living creatures in a 10-ft.-radius burst. 1 min./level. Will negates.
  • Surrender Blood

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  • Alter Self - You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. 10 min./level (D).
  • Augury - Can tell you if an action will bring good or bad results for you in the immediate future. The base chance for a meaningful reply is 70% + 1% per caster level, to a max of 90%.
  • Bear's Endurance - Grants +4 enhancement bonus to Constitution, which adds benefits to hit points, Fortitude saves, Constitution checks, etc.... Creature touched. 1 min./level.
  • Blindness/Deafness - You render the subject blinded or deafened, as you choose. Medium (100 ft. + 10 ft./level). One living creature. Permanent (D). Fortitude negates.
  • Bull's Strength - Grants +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, etc.... Creature touched. 1 min./level.
  • Cat's Grace - Grants +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, etc.... Creature touched. 1 min./level.
  • Cure Light Wounds - You channel positive energy to a living creature that cures 1d8 points of damage +1 point per caster level (maximum +5). Creature touched.
  • Identify - Determines all magic properties of a single magic item, including how to activate functions and/or how many charges are left. One touched object. Req's 100gp pearl.
  • Remove Blindness/Deafness - Cures blindness or deafness (your choice), whether the effect is normal or magical. Creature touched. Counters and dispels Blindness/Deafness.
  • Scare - Like Cause Fear, except all targeted creatures of <6 HD become frightened. Medium (100 ft. + 10 ft./level). One living creature/3 levels. 1 round/level or 1 round.
  • See Invisibility - You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. 10 min./level (D).
  • Speak with Animals - You can comprehend and communicate with animals, although the spell doesn’t make them any more friendly or cooperative than normal. 1 min./level.
  • Call Spirit

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  • Bestow Curse - -6 to an ability score, -4 on all rolls/checks, or 50% chance to take no action each turn. Creature touched. Permanent. Will negates. Counters Remove Curse.
  • Blink - Generally, against you, 50% of physical attacks miss, 50% of targeted spells fail, and area attacks do half damage. 20% of your own attacks/spells miss/fail. 1 round/level (D).
  • Charm Monster - Like Charm Person, except that the effect is not restricted by creature type or size. One living creature. Close (25 ft. + 5 ft./2 levels). One day/level. Will negates.
  • Clairaudience/Clairvoyance - Creates an invisible magical that enables you to hear or see (your choice) almost as if you were there. Long (400 ft. + 40 ft./level). 1 min./level (D).
  • Divination - Similar to Augury but more powerful, this spell can provide you with a useful piece of advice concerning a specific goal, event, or activity to occur within one week.
  • Enthrall - If you have the attention of a group of creatures, you can use this spell to hold them spellbound. Medium (100 ft. + 10 ft./level). 1 hour or less. Will negates.
  • Fear - A 30 ft. cone of terror causes living creatures to become panicked for 1 round/level (cowering if cornered). If a creature succeeds on a Will save, it's shaken for 1 round.
  • Neutralize Poison - You detoxify any venom in the creature or object (1 cu. ft./level) touched and grant poison immunity for the spell duration. 10 min./level.
  • Remove Curse -
  • Resist Energy -
  • Suggestion -
  • Tongues -
  • Surrender Self

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