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Witch Spells III By Keith Davies

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Product Identity The following items are hereby identified as Product Identity, as defined in the Open GameLi- cense 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (charac- ters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks (including diagrams), and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.) Open Content Except for material designated as Product Identity (see above), the game mechanics of this Ech- elon Game Design game product are Open Game Content, as defined in the Open Game License version 1.0a Sec- tion 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.

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Art Credits

Cover Art Gary Dupuis Contents

Contents i

About the Echelon Reference Series 1

Witch Spell List 3

3rd-Level Witch Spells 10

Index 71

Open Game License 75

Sample file

i Sample file About the Echelon Reference Series

Since August 2009, the Pathfinder Roleplaying Game Rough and Fast (RAF) has grown immensely. I have several feet on my shelves The RAF version gathers the content and organizes it. full of books from Paizo Publishing. The third-party It does not include the diagrams or useful redundancy, publisher section of my RPG shelves is much smaller… and might not even include all my editing and markup mostly because I get most of my third-party content in changes. It has the game elements as originally de- PDF form. fined (archetype definitions only, “modifies that class To get the full view of a particular topic, one might in these ways”. have to look in over a dozen hardcover books, a smaller number of softcover books, and work through poten- Sales Information When the RAF is the only version tially dozens or hundreds of PDFs. To put it mildly, this in the store, the title is available at a 50% discount on can be daunting, and is certainly inconvenient. the final price. When the WIP and Final versions are re- To make it easier, I collect all the material for a sin- leased, they are added to the title as updates, you do gle topic into a single document. The information is not need to pay for the upgrade. gathered, organized by type, and consistently format- ted. Where there are relationships between game ele- Work in Progress (WIP) ments (especially prerequisites, as for feats) I create di- agrams illustrating those relationships. The WIP version typically includes many diagrams and at least some of the useful redundancy. A class book Sampleprobably file doesn’t include the archetype classes, but Multiple Versions might include fully-defined subdomains. Almost all Echelon Reference Series titles come in two Sales Information When the WIP is in the store, the versions, ‘PRD-Only’ and ‘3pp+PRD’. title is available at a 25% discount on the final price. The WIP version comes with the RAF version as a sec- PRD-Only These releases contain information only ond PDF.When the Final version is released, it is added from the PRD, with no third-party content. to the title as an update, you do not need to pay for the 3pp+PRD These releases contain information from upgrade. the PRD, and select third-party content. Final Multiple Releases This version includes the diagrams and the useful re- These books don’t just gather and organize the infor- dundancy. mation. Between the ‘added redundancy’ (which in- Sales Information At this point the document is ‘fin- volves writing) and the diagrams (which need to be cre- ished’ (at least until I add more content). The ‘not-yet- ated), there is a lot of work done before the final version done’ discount is no longer present, but the title in- is ready. I have adopted a ‘staged release’ model. cludes the Final, WIP, and RAF releases as additional I release each title in three versions, described be- PDFs. low. Once you buy any of them you will get the others as updates when I release them. Also, I use the same source files for all versions. Im- proving the source files for a later release means the earlier releases can get the same improvements.

1 About the Echelon Reference Series

Bundles Duplicate Names

I also bundle the titles. There is an “all ERS” bundle It’s not uncommon that people describing similar that includes all titles, but I also do smaller bundles ideas come up with similar names. The name of a feat where two titles have a lot of overlap. For instance, the that allows a cavalier to issue more challenges in a day cleric and inquisitor both use the same domains, and would quite naturally be ‘Extra Challenges’ or ‘Extra the domains chapters are quite large. I will likely have Challenge’.In fact, two publishers each published a feat an ‘Agents of Faith’ bundle that includes these two ti- named ‘Extra Challenge’… but one version gives one tles, and probably my ‘Hybrid Domains’ book (when extra challenge per day, and the other gives two. that’s done). In most cases I keep both versions. Sometimes like- Sales Information Bundles are typically priced at named objects are wildly different. Sometimes they are ‘25% off’. For RAF and WIP titles, that isan additional very close but with some substantive change (the Extra 25% off: titles in RAF are at a 75% discount and titles Challenge feats mentioned above). In a few fairly rare in WIP are at a 50% discount, instead of 50% and 25% cases the objects are seemingly identical, but I have not respectively. been very aggressive in identifying these cases and re- moving one, instead treating them as ‘parallel evolu- tion’. Redundancy When I find a name collision like this, I usually ap- pend a short string to the end of the name of each ob- Each book aims to stand alone as a definitive and ject. This string might be the publisher’s name or ini- exhaustive reference for the material being covered. tials, or the source book’sname or initials. For instance, This has some effect on the content of the documents across the series. ‘Rite’ for objects published by Rite Publishing • ‘PDG’ for Purple Duck Games Redundancy Between Books • ‘RGG’ for Rogue Genius Games Because each book is created to be a complete refer- • ence on a topic, if two books each refer to the same ma- ‘ToHC’ for Tome of Horrors Complete terial that material is present in both books. The sor- • cerer and wizard classes share a spell list, so the spell ‘BoLS’ for Book of Lost Spells • list is included in both books. Similarly, druids and rangers both get animal companions, so both books I usually don’t identify the source of each game ele- have a chapter containing all the animal companions.Samplement file (though I do plan to release a ‘Grand Concor- Where two topics are tightly intertwined or basi- dance’ spreadsheet showing where everything can be cally overlap, such as the rogue and ninja classes, I usu- found). I used strings such as those shown above be- ally just put them in the same book. cause it’s easier to be consistent when adding them. There are exceptions to the process.

Redundancy Within a Book The PRD always has precedence. If a third-party • The Pathfinder Roleplaying Game uses quite a bit of publisher and the PRD each contain a spell or ‘design by exception’. That is, many game elements are a feat with the same name, the third-party pub- defined as “like that, except”. Spells often do this, but lisher’s name is changed and the PRD version is so do archetypes (modifying classes) and class features not changed. (subdomains modifying domains is probably the most If provenance seems clear I choose one of them common). • to be the ‘master version’ and remove the other. In many cases I ‘add useful redundancy’ by apply- Both Tome of Horrors Complete and Advanced ing the changes to the base element and present the re- Bestiary copy creature type and subtype defini- sult. Instead of a spell being “like that other spell except tions from the PRD. as shown above” (the changed stat block) I might get the spell information from ‘the other spell’ and com- If an element has been superseded I keep the • plete the stat block, and possibly copy the spell de- newer one. The Pathfinder® Roleplaying Game: scription. For archetypes, I apply each archetype to the Advanced Class Guide™ updates the Extra Chan- base class and present the result as an ‘archetype class’ nel feat from the Pathfinder® Roleplaying Game so the reader can see what the class looks like with the Core Rulebook™ to take into account the war- archetype applied. priest class.

2 Witch Spell List

Witch Spell Casting is 10 + the spell level + the witch’s Intelligence modifier. A witch can cast only a certain number of spells of A witch casts arcane spells drawn from the witch spell each spell level per day. Her base daily spell allotment list. A witch must choose and prepare her spells ahead is given on Table 2–10. In addition, she receives bonus of time. spells per day if she has a high Intelligence score (see To learn or cast a spell, a witch must have an Intel- Table 1–3 of the Pathfinder RPG Core Rulebook). ligence score equal to at least 10 + the spell level. The A witch may know any number of spells. She must Difficulty Class for a saving throw against a witch’sspell choose and prepare her spells ahead of time by get-

Witch Spells per Day

Level 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 131———————— 242———————— 3421———————Sample file 4432——————— 54321—————— 64332—————— 744321————— 844332————— 9444321———— 10 4 4 4 3 3 2 — — — — 11 4 4 4 4 3 2 1 — — — 12 4 4 4 4 3 3 2 — — — 13 4 4 4 4 4 3 2 1 — — 14 4 4 4 4 4 3 3 2 — — 15 4 4 4 4 4 4 3 2 1 — 16 4 4 4 4 4 4 3 3 2 — 17 4 4 4 4 4 4 4 3 2 1 18 4 4 4 4 4 4 4 3 3 2 19 4 4 4 4 4 4 4 4 3 3 20 4 4 4 4 4 4 4 4 4 4

3 3rd-Level Witch Spells Witch Spell List ting 8 hours of sleep and spending 1 hour communing which spells to prepare. with her . While communing, the witch decides

3rd-Level Witch Spells

Abjuration Channel Monster III As summon monster III, but direct control for duration concentration. Blackout: Rite Blocks darkvision. Chilling Mist Icy vapor grants concealment and deals 1d6 damage per round of nonlethal dam- Dispel Magic Cancels one magical spell or effect. age. Fey Ward Barrier keeps out fey creatures. Communal Delay Poison As delay poison, but Glass House: Rite You create a protective cube of you may divide the duration among creatures magical glass. touched. Communal Returning Weapon As returning Glyph of Warding Inscription harms those who weapon, but you may divide the duration among pass it. weapons touched. Hex Glyph Inscription casts your hex on those Contingent Moderate Healing Target that takes 8 who pass it. or more damage instantly heals 2d8 hit points. Luminore’s Refractive Shell 10-ft.-radius field Crown of Terror Enemies within 10 feet become hedges out concealed creatures and objects. shaken or frightened when you attack. Magic Spike Bolt of energy inflicts a –2 penalty to Earth Elemental Tonic Elemental’s possession spell, spell-like ability and supernatural DCs. grants darkvision 5 ft., tremorsense 30 ft., DR 5/bludgeoning, reduces critical damage and can Rebuke Magic One spell must be redirected to a grant burrow speed. different target or saved for later. Enslave Thrall Calls a more powerful, evil famil- Remove Curse Frees object or person from curse. Sample fileiar. Solar Mantle Grants a +1 to +3 bonus to saving Filch Teleport one unattended object anywhere throws in sunlight; end to increase the DC of a within range. fire or light spell. Gloomblind Bolts Create one or more bolts of Spell Suppression Diminishes the power of any negative energy infused with shadow pulled from spell cast within its area. the Shadow Plane. (Fetchling Spell) Tooth of Conservation Save brief fraction of an Heavy Chains Dense tendrils of earth drag and extract or potion for later. impede a target’s movement. Ward of the Season Harnesses the power of the Lesser Regeneration Target gains fast healing 2. seasons to protect the target and grant a number Lesser Teleport Object Teleport object 40 ft. of bonuses. ( Spell) Magic Shop You conjure a sturdy merchant’s Conjuration shop. Moderate Chain Cure As cure moderate wounds, Apport Animal Send or receive a Tiny or smaller but arcs to a second target for half. animal via teleportation. Nauseating Trail Creature leaves a trail of stinking Ash Storm Hamper vision and movement. cloud squares. Blindflies Cloud of fruit flies erupts from touched Prison without Walls Prevents a target from mov- object, blinding those in a 20-ft. radius. ing farther than 100 ft.–5 ft./caster level. Blinding Ash: Rite Obscure vision and cause 2d6 Proximal Summons Teleports a nearby creature fire damage per round. into a space adjacent to you.

4 Witch Spell List 3rd-Level Witch Spells

Rain of Frogs Summon a swarm of poisonous Aura Sight Alignment auras become visible to frogs. you. Remove Blindness/Deafness Cures normal or Cerebral Attenuation Gain blindsight against magical blindness or deafness. subjects with at least 10 Intelligence.

Remove Disease Cures all diseases affecting sub- Clairaudience/Clairvoyance Hear or see at a dis- ject. tance for 1 min./level. Sanguine Horror II Calls creature as summon Glimpse of Knowledge Use a bard’s knowledge. monster II or summon nature’s ally II, but made of blood. Guiding Star Know approximate distance from where you cast this spell. Sepia Snake Sigil Creates a text symbol that im- mobilizes reader. Locate Object Senses direction toward object (specific or type). Silver Darts Cone of silver darts deals 1d6 pierc- ing damage/level, more against unarmored tar- Locate Weakness You roll damage twice when gets. you roll damage for a critical hit and take the best damage. Sleet Storm Hampers vision and movement. Pierce Disguise See through low-level magical Snakeball Shoots snakes that bite and possibly disguises. poison enemies in a 20-ft.-radius cone. Plant Spy Turn a plant into a recording device. Spellcaster’s Recoil Target teleports in a random direction when it casts a spell. Remembrance You instantly recall something specific from your past that you want to remem- Starfield Conjures night sky and calls down ber. falling stars on enemies. Seek Thoughts Detects thinking creatures’ Sticks and Stones Summons 1 puppet per 2 thoughts. levels. Share Senses Perceive the world around your fa- Stinking Cloud Nauseating vapors, 1 round/level. miliar. Sulfurous Stench Cloud of sulfurous gas nause-Sample file ates victims. Siphon Fate One creature suffers an escalating penalty to attack rolls and saving throws; another Summon Carriage Creates a horse-drawn car- gains an equal bonus. riage that seats up to 6 creatures. St. Ravovik’s Hive Mind Creatures touched gain Summon Faerie Swarm Summons fey to en- group knowledge and abilities. deavor good tasks and hinder evildoers. Symbol of Condemnation Symbol makes others Summon Swarm Summons fey to en- unfriendly toward targets. deavor mischief and hinder combatants. Tongues Speak and understand any language. Summon Monster III Summons extraplanar crea- ture to fight for you. Tracer: Rite Know the location and direction of an object. Summon Wondrous Item Summons a random minor wondrous item for 1 round/level. Waking Dreams See through the subject’s eyes while sleeping; the effect may be passed between Tremors of Life Undead creature regains need to creatures with a touch. breathe, eat or sleep. Witness See through the target’s eyes and ears. Divination Wotan’s Rede You recite a poem that grants you supernatural advice. Adaptive Senses Your touch grants you the spe- cial senses of the creature touched. Arcane Sight Magical auras become visible to you.

5 3rd-Level Witch Spells Witch Spell List

Enchantment Overconfidence Target takes a cumulative –2 penalty on all skill and ability checks. Aversion Cause the target to avoid an object or Rage Gives +2 to Str and Con, +1 on Will saves, –2 location. to AC. Babble Target becomes nauseated and causes Ravenous Urge Target becomes overcome with nearby creatures to become fascinated. urge to eat the living. Blind Spot Target creature cannot see you. Reckless Infatuation Target is compelled to stay near another. Curse of Truth Target is incapable of speaking falsehoods. Unadulterated Loathing Target is compelled to avoid another creature. Deep Slumber Puts 10 HD of creatures to sleep. Uncontrollable Rage Target gains rage bonuses Enthralling Presence Subject cannot look or and penalties but must attack nearest creature; move away from you. attacks can cause targets to rage as well. Euphoria Subject feels good despite danger or Volatile Affection Loser of opposed Charisma pain. check is charmed by winner.

Glossolalia Target’s speech becomes random and Evocation inappropriate. Heroism Gives +2 bonus on attack rolls, saves, Acid Spit Spit deals 1d6 points of acid damage skill checks. and blinds target. Indecision Target delays action and must succeed Air Geyser Blast of air deals 2d6 bludgeoning on a Will save to take any actions. damage and knocks opponent upward. Boil Skin Touch delivers 1d6/level fire damage Indisputable Fact The subject believes something (max 10d6), plus penalty to Dex and Cha. you tell them to believe. Bolt of Displacement You and creatures in one 5- Inflict Pain Target takes a –4 penalty on attack ft. square suffer 3d6 electricity damage and may rolls, skill checks, and ability checks. Sample fileswap places. Listener’s Coercion Creature is compelled to take Char Lash A whip of cinders deals 1d6 fire dam- a course of action they spoke aloud. age +1 fire damage/2 levels. Lost Subject moves at half speed in a random di- Fire Claws Your hands deal 1d6 hp fire damage/3 rection each round. caster levels (max 5d6). Malinger Lowered ability scores suffer 2 damage Lesser Rock Friend Call rocks to your aid, deal- and may stagger the subject. ing 1d6 damage, knocking creatures prone and forming a Small earth elemental. Mindlocked Messenger Target gains a message that can be given only to its intended recipient. Lightning Bolt Electricity deals 1d6/level dam- age. Mindquake Negative energy burst shakes crea- tures. Pain Strike Inflicts 1d6 nonlethal damage 1 round/level. Mocking Laughter Target takes 3d6 nonlethal damage, –4 penalty on attack rolls, saving throws, Screech Foes provoke attacks of opportunity. ability checks, and skill checks. Soul of Frost Gain resist cold 10, remain comfort- Mortal Fixation Subject attacks specified creature able in cold environments and entangle attack- until it is dead. ers. Telepathic Overload Chaotic thoughts disrupt Mother Margase’s Impending Doom Target suf- telepathy and harm mind-readers. fers when continuing a certain action. Thunderbolt Deafens creatures within 15 ft. and ’s Lure Creates an unearthly and infectious deals 1d6 hp/level sonic damage to one target. song that seductively summons all who hear it. ( Spell) Twilight Knife Floating knife attacks with you.

6 Witch Spell List 3rd-Level Witch Spells

Illusion Share Skins Target becomes an exact physical replica of you. Adjustable Disguise As disguise self, but you can Vision of Hell Illusory hellscape makes creatures change the disguise as a swift action. shaken. Agonizing Rebuke You instill such apprehension Weapon of Nightmares You infuse a dagger with about attacking you in your target that doing so energy that delivers horrid visions that deal causes it mental distress and pain. ( +1d8/level nonlethal damage and renders the Spell) victim unconscious. Anger of Many Faces Target sprouts one or more extra heads that grant bite attacks. Necromancy

Betrayer’s Visage Subject perceives friends as Abhorrent Blight Target suffers 1d6 hit foes and foes as friends. points/level and suffers 1 point of Charisma Burning Monkey Swarm Summons a quasi-real damage/2 levels. swarm of burning monkeys that attack. Animate Skin Animates a powerful magical beast. Cackling Skull Skull acts as magic mouth, listen- Barrow Haze Fog obscures the vision of others ers are shaken. and extends the range of your hexes. Curse of Tongues Subject’s words form in a lan- Beacon to Undeath Object attracts undead. guage of your choosing. Eerie Forest Creatures within forested area are Beast’s Curse Target is incessantly hounded by shaken. animals. False Pain Target creature takes 1d6 nonlethal Bestow Curse –6 to an ability score; –4 on attack damage per round and suffers a –2 penalty on rolls, saves, and checks; or 50% chance of losing attack rolls, skill checks and ability checks. each action. Fearsome Duplicate You create a larger and far Black Dog Curse Target takes –2 penalty to all more menacing version of yourself. (Halfling rolls for duration. Spell) Bone Tattoo Grants spell resistance of 10 + level Loathsome Veil Nauseates and/or sickensSample weak fileagainst cold, polymorph, and mind-affecting at- creatures. tacks. Manipulator’s Route Perpetual illusions let you Catatonia Make a willing target appear to be manipulate a creature’s course. dead. Patron’s Aspect Conjures a fiendish image, caus- Curse of Capturing Target inflicts only nonlethal ing an enemy to flee or freeze with fright. damage and conditions. Phantasmal Fog You cause the target creature to Curse of Chaos Target suffers random changes instantly believe that a cloud of fog has suddenly each day to appearance, abilities, etc. enveloped her. Curse of Infertility Subject cannot reproduce. Phantom Hawker You create a disembodied voice that repeats a message continuously for Curse of Item Rebellion A single item acts as if the spell’s duration. cursed. Play Along Makes casters believe spells were ef- Debilitating Stare Target takes 1d6 nonlethal fective when they were not. damage, can’t talk, and drops held items. Secret Speech You and creatures you select con- Desecrate Likeness Portrayal of creature becomes ceal hidden messages in your normal speech. ghastly. Shadow Healing Illusion of cure moderate Eldritch Fever Target gains the eldritch ague wounds grants 2d8 temp hp plus 1 temp hp/level spellblight. (max +10); target has attitude improved by one- step, takes –2 a penalty on saves against your en- Healing Thief You siphon half of all magical heal- chantment spells. ing that the targeted creature receives.

7 3rd-Level Witch Spells Witch Spell List

Hemophilia: Rite Target’s wounds bleed pro- Blood Scent You greatly magnify the target’s abil- fusely, suffering Con damage. ity to smell the presence of blood. (Orc Spell) Howling Agony Screaming pain limits the target’s Communal Fleetness As fleetness but you may actions. divide the duration among creatures touched. Ki Leech Add to your ki pool when you critically Corrosive Blood Piercing and slashing weapons hit. take acid damage. Lifeblood Transfusion Suffer 1d4+1 ability dam- Countless Eyes Extra eyes give all-around vision. age to grant an equal profane bonus to another’s Cup of Dust Causes a creature to become dehy- score. drated. Marionette Possession As magic jar, but limited Deepsight Extend darkvision by 60 ft. to line of sight. Disable Construct Touch attack makes a con- Necrotic Surge Pulse of negative energy deals struct helpless for 1 round/level. 1d6/level damage. Eruptive Pustules Acid boils burst when you are Ray of Exhaustion Ray makes subject exhausted. attacked. Sands of Time Target temporarily ages. Excruciating Deformation Target takes Dex and Con damage. Seek the Soulless Deals nonliving creatures and objects 1d6 points of damage/level. Fangbox Container up to Large size becomes a box with a bite attack. Skull Sight You can see through the eyes of an en- Fins to Feet Transform the target’s fins, flippers, chanted skull. or tail into legs and feet, allowing it to walk on Speak with Dead Corpse answers one ques- land. (Merfolk Spell) tion/two levels. Flash Fire Ammunition in the targeted firearm St. Whiteskull’s Steal Power Steals one of a crea- creates a tremendous flash capable of blinding ture’s senses, abilities, etc. the weapon’s bearer and those around him. Unliving Rage As rage, except affecting Sampleonly un- FlyfileSubject flies at a speed of 60 ft. dead. Free Hand Hand detaches and moves indepen- dently. Vampiric Touch Touch deals 1d6 damage per two levels; caster gains damage as temporary hp Halt Constructs Render up to three constructs immobile. Violation of Fate Steals someone’s fate to fuel your own. Halt Plants Holds plant creatures immobile. Heart of the Metal Enable weapons to overcome Transmutation DR like adamantine, cold iron, or silver. Anchored Step Vines beneath your feet stabilize Holding the Viper Transforms weapon into you but slow you down. Medium viper. Animate Cloth Your clothing provides bonuses to Hostile Levitation Levitates the targeted creature your combat maneuvers, AC, and some skills. up off the ground. Anthropomorphic Animal Animal becomes Improve Trap Improves one specific element of a bipedal. trap chosen at the time of casting. ( Spell) Interdimensional Cups Pair of vessels share each Aspect of the Demon Gain qualities of a demon at other’s contents. the risk of attracting the Abyss’s notice. Makeshift Heart Construct, plant or undead be- Awaken Mount Mount gains speech and intelli- comes susceptible to charm, emotion, fear and gence. morale effects. Blood Crystals Subject’s blood crystallizes and Nature’s Exile Gives subject –10 on Survival rips through veins causing 4d6 points of damage. checks.

8 Witch Spell List 3rd-Level Witch Spells

No Rest for the Wicked You inflict your oppo- Spit Venom Spit blinding black adder venom. nents with the exhausted or fatigued condition. St. Rüzgar’s Eldritch Crucible Turns 2 magic Ogrekobold One Small-sized creature grows to items into another item. the size, height, and weight of an ogre. Strangling Hair Your hair animates and grapples. Paragon Surge +2 enhancement bonus to Dex and Int, and are treated as if you possess any one Strength of Madness Trades a –2 penalty to Will feat for which you meet the prerequisites. (Half- saves for +1 to attack and damage rolls. elf Spell) Thorny Entanglement As entangle, plus plants Polymorph Animal Change one animal into an- make ranged attacks. other as beast shape I. Toady Temporarily turns subject into a small, Polymorph Familiar Give your familiar the shape harmless animal. of another animal. Arms Creature gains increased Strength and Potency of the Pack Bestows lupine traits on a reach. group of living creatures. Vermin Kiss Vermin creatures are drawn to and Pup Shape Transforms a single animal or magical nest in and upon the cursed subject. beast into a younger and cuter version of itself for Vermin Shape I Take the form and some of the a short period of time. powers of a Small or Medium vermin. Raging Rubble You animate an area of rubble, creating a dangerous, rolling area of debris. Vomit Tentacles Tentacles spewed from your ( Spell) mouth can grapple or damage opponents. Reduce Monster Monster halves in size. Water Walk Subject treads on water as if solid.

Sample file

9 3rd-Level Witch Spells

Abhorrent Blight (the damage in the second and third rounds is further reduced if the target made its save). If a target of this spell spends a full round washing School necromancy the affected area in water (or similar liquid) the spell Level sorcerer/wizard 3 (including blindness) will be negated. Casting Time 1 standard action Components V, S Range close (25 ft. + 5 ft./2 levels) Adaptive Senses Target one living creature Duration instantaneous School divination Saving Throw Will partial Level druid 3, ranger 2, summoner 2, witch 3 Spell Resistance yes Casting Time 1 standard action With necromantic energies you attack the bond be- Components V, S tween a living soul and its body which also damages Range touch its driving force of will. The target creature suffers 1d6 Target creature touched hit points/level (maximum 10d6) and 1 point/2 levels Duration 1 round/level of Charisma damage (maximum 5). Upon a successful Saving Throw Will partial save the target suffers only half the hit pointSample damage Spell file Resistance yes and negates the Charisma damage. Your melee touch attack grants you any special senses the subject has. This includes blindsense, blindsight, Acid Spit darkvision, scent, tremorsense and constant effects such as detect magic. School evocation [acid] A successful Will save reduces the duration of this effect to 1 round. Level druid 3, sorcerer/wizard 3 Casting Time 1 standard action Components V, S, M (fur and a glass rod) Adjustable Disguise Range close (25 ft. + 5 ft./2 levels) Target one creature School illusion (glamer) Duration 3 rounds Level alchemist 3, antipaladin 3, bard 3, inquisitor 3, Saving Throw Reflex partial sorcerer/wizard 3, witch 3 Spell Resistance yes Casting Time 1 standard action Components V, S When you cast this spell, you spit acid in the face of one Range personal creature, dealing 1d6 points of damage per level (max- imum 10d6). If the target has eyes and is not somehow Target you protected, the spell also blinds the target. A successful Duration 10 minutes/level (D) saving throw reduces the damage by half and negates the blindness. This spell functions as disguise self, except as a swift ac- On the second round, the spell deals half its original tion you can alter the disguise (within the limitations damage, and on the third round it deals half that again of disguise self). For example, you could make yourself

10 3rd-Level Witch Spells Agonizing Rebuke – Anger of Many Faces look like a young human city guard, then an old elven Anchored Step wizard of the opposite gender, then a halfling thief, and so on. You can change the disguise a number of times School transmutation equal to your caster level. Level alchemist 3, druid 3, shaman 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Agonizing Rebuke Components V, S, M (a bit of oak root) Range personal School illusion (phantasm) [emotion, mind-affecting] Target you Level antipaladin 2, cleric 3, inquisitor 3, witch 3 Duration 10 minutes/level (D) Casting Time 1 standard action Component V, S Powerful tendrils grow out of the bottom of your feet Range close (25 ft. + 5 ft./2 level) or footwear, partially anchoring you to the ground and Target one living creature making it more difficult for others to move you against Duration 1 round/level your will. These tendrils dig into any surface, but leave Saving Throw Will negates no trace of your passing. You gain a +10 bonus to your Spell Resistance yes CMD against bull rush, overrun, pull, push, reposition, and trip combat maneuvers, as well as any other effect With a word and a gesture, you instill such apprehen- that would move you from your current position (such sion about attacking you in your target that doing so as being swallowed whole) or knock you prone. The causes it mental distress and pain. Each time the target tendrils slow your movement, however; your speed is makes an attack against you, targets you with a harmful reduced by 10 feet (to a minimum of 5 feet). This spell spell, or otherwise takes and action that would harm has no effect if you are moving without touching the you, it takes 2d6 points of nonlethal damage. ground (climbing, flying, swimming, and so on).

Air Geyser Anger of Many Faces

School evocation [air], School illusion (shadow, shadowflesh) Level bloodrager 3, druid 3, magus 3, shaman 4, Level sorcerer/wizard 3, witch 3 sorcerer/wizard 3, witch 3 SampleCasting file Time 1 standard action Casting Time 1 standard action Components V, S, M (a drop of blood) Components V, S Range touch Range close (25 ft. + 5 ft./2 levels) Target one creature Target one creature or object up to Large size Duration 1 round/level Duration instantaneous Saving Throw Will disbelief (if interacted with) Saving Throw Reflex partial (see text) Spell Resistance yes Spell Resistance yes The recipient gains an extra head, which is made from You create a powerful blast of air capable of flinging an shadowflesh and sprouts from the creature’sshoulders. opponent upward. If the target fails its Reflex save, the This extra head can deliver bite attacks as the base force of the air deals 2d6 points of bludgeoning dam- creature (either a tiger, panther, viper, cobra, or jackal). age and hurls the target upward a number of feet equal The target makes this bite attack as a primary natu- to 5 × your caster level. If a solid object (such as a ceil- ral weapon, with a bonus equal to its own base at- ing) is encountered, the target strikes the object in the tack bonus. The bite attack always deals 1d6 hp dam- same manner as it would during a normal fall. After this age/2 caster levels (max 5d6). The recipient cannot be blast of air ceases, the target falls down (unless it was flanked while the spell is in effect. flying), taking falling damage as normal. A successful For every 4 caster levels you possess, this spell pro- save means the target takes half damage from the air duces a further head (maximum of 5 heads). All bite at- blast but is not moved by it. tacks are primary natural weapons, meaning you can make attacks with all of them as part of a standard at- tack action.

11 Animate Cloth – Apport Animal 3rd-Level Witch Spells

the caster, it will take no actions and merely stand like Animate Cloth a statue until the duration ends. When the spell ends or the animal is slain, a tattered School transmutation and useless skin is left behind. Level magus 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Components V, S Anthropomorphic Animal Range personal Target you School transmutation (polymorph) Duration 1 min./level Level druid 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action You bring a semblance of life to your clothing, mak- Components V, S, M (a thumb bone) ing it aid you in combat and otherwise. Your clothing grants you a +2 circumstance bonus to CMB for dirty Range touch trick, disarm, grapple, steal, or trip combat maneuvers. Target animal touched The cloth also provides you with a +1 shield bonus to Duration 1 hour/level AC. Finally, you gain a +2 circumstance bonus on all Saving Throw Fortitude negates Climb and Sleight of Hand checks, Perform checks that Spell Resistance yes would benefit from your animated cloth (such as danc- ing, acting, or physical comedy, at the GM’sdiscretion), You transform the touched animal into a bipedal hy- and Bluff checks to feint. The animated cloth can only brid of its original form with a humanoid form, sim- assist you in a single action each round, and you can- ilar to how a lycanthrope’s hybrid form is a mix of a not direct the cloth to perform independent actions. humanoid and animal form. The animal’s size, type, Animate cloth has no effect when you wear medium and ability scores do not change. It loses its natural at- or heavy armor. tacks except for bite (if it had one as an animal), all types of movement other than its land speed, and spe- cial attacks that rely on its natural attacks. One pair of its limbs is able to manipulate objects and weapons as Animate Skin well as human hands do; limbless animals like snakes temporarily grow a pair of arms. The creature’s Intel- School necromancy ligence increases to 3, and it gains the ability to speak Level druid 3, sorcerer/wizard 3, summoner 3, witch 3 one language you know. It is not considered proficient Casting Time 2 rounds Samplein anyfile manufactured weapons. It can attack with un- Components V, S, F (skin from an animal) armed strikes, dealing unarmed strike damage for a Range close (25 ft. + 5 ft./2 levels) creature of its size (unless it has a bite attack, which is Effect animates the skin from an animal a natural attack). Duration 1 round/level (D) Anthropomorphic animal can be made permanent Saving Throw none with a permanency spell cast by a caster of 11th level or Spell Resistance no higher at a cost of 7,500 gp.

This spell animates the skin from an animal, bring- ing temporary life to it. The skin does not need to be Apport Animal perfect, but must cover at least half of the animal’s body. When animated, the skin is given life and the an- School conjuration (teleportation) imal gains flesh and bones just like when it was alive. Level druid 3, medium 3, mesmerist 3, psychic 3, ranger The animal is considered a magical beast. It has the 3, sorcerer/wizard 3, summoner 3, witch 3 same statistics as the original creature, but is consid- Target one touched animal of Tiny or smaller size ered magical and has damage reduction 5/magic. Fur- Saving Throw Will negates thermore, attacks made by the animal are considered Spell Resistance yes magical for the purposes of bypassing damage reduc- tion. This spell functions like apport object except the target The animal is obedient to the caster only and will is an animal. Only normal, nonmagical creatures of the obey simple commands. The animal has no other way animal type can be teleported. of communicating and will never make any sounds. The commands must be spoken out loud in a firm and clear voice. If the animal is not given any commands by

12 3rd-Level Witch Spells Arcane Sight – Aura Sight

Arcane Sight Aspect of the Demon

School divination School transmutation [evil] Level sorcerer/wizard 3 Level cleric 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Casting Time 1 standard action Components V, S Components V, S, M (a pinch of earth that a demon Range personal walked upon) Target you Range personal Duration 1 min./level (D) Target you Duration 1 min./level This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is You let a fragment of a demon’s tainted essence trans- similar to that of a detect magic spell, but arcane sight form your body into something demon-like, although does not require concentration and discerns aura loca- it keeps the same rough shape. You suffer a –4 penalty tion and power more quickly. to Diplomacy and Bluff checks, but you gain a +6 bonus You know the location and power of all magical on Intimidate checks. You gain immunity to electric- auras within your sight. An aura’s power depends on ity and poison and resist 10 to acid, cold, and fire. Al- a spell’s functioning level or an item’s caster level, as though your alignment does not change, for the dura- noted in the description of the detect magic spell. If the tion of this spell you gain the evil subtype and an evil items or creatures bearing the auras are in line of sight, alignment for the purposes of spell, spell-like abilities, you can make Spellcraft skill checks to determine the supernatural abilities, and magic item effects. school of magic involved in each. (Make one check per You can cast this spell up to three times without aura; DC 15 + spell level, or 15 + half caster level for a gaining notice from the powers of the Abyss. Upon nonspell effect.) casting it a fourth time and beyond, there is a 10% If you concentrate on a specific creature within 120 cumulative chance you will attract the notice of an feet of you as a standard action, you can determine Abyssal lord, which will send minions to either attempt whether it has any spellcasting or spell-like abilities, to slay or corrupt you. The minion and the power in- whether these are arcane or divine (spell-like abilities volved in such a task is entirely up to the GM. register as arcane), and the strength of the most power- Mythic You do not gain the evil subtype or an evil ful spell or spell-like ability the creature currently has alignment for spell-like abilities, supernatural abilities, available for use. and magic item effects while under the effect of this As with detect magic, you can use this spellSample to iden- spell. file Casting this spell has no chance of attracting any tify the properties of magic items, but not artifacts. Abyssal lord’s notice. Arcane sightcan be made permanent with a perma- nency spell. Aura Sight

Ash Storm School divination Level alchemist 3, cleric 3, inquisitor 4, shaman 3, School conjuration (creation) [fire] sorcerer/wizard 3, witch 3 Level druid 3, sorcerer/wizard 3, witch 3 Casting Time 1 standard action Casting Time 1 standard action Components V, S Components V, S, M/DF (a pinch of ash) Range personal Range long (400 ft. + 40 ft./level) Target you Area cylinder (40-ft. radius, 20 ft. high) Duration 1 minute/level (D) Duration 1 round/level Saving Throw none This spell makes your eyes glow and allows you to see Spell Resistance no alignment auras within 120 feet of you. The effect is similar to that of a detect chaos/evil/good/law spell, but Driving ash blocks all sight (even darkvision) within aura sight does not require concentration, and it dis- the spell’s area of effect, and falling cinders cause the cerns an aura’s location and power more quickly. ground in the area to become difficult terrain. You know the location and power of all chaotic, evil, good, and lawful auras within your sight. An aura’s power depends on a creature’s Hit Dice or an item’s caster level, as noted in the description of the detect evil

13 Aversion – Babble 3rd-Level Witch Spells spell. If an item or a creature bearing an aura is in line of Awaken Mount sight, you can attempt a Knowledge (religion) check to determine the aura’s strength (one check per aura; DC School transmutation 15 + spell level, or 15 + 1/2 caster level for a non-spell Level bard 3, druid 3, ranger 3, sorcerer/wizard 3, effect). summoner 3, witch 3 Aura sight can be made permanent with a perma- Casting Time 1 hour nency spell by a caster of 11th level or higher at a cost of 7,500 gp. Components V, S Range touch Target mount touched Duration 1 hour/level Aversion Saving Throw Will negates Spell Resistance yes School enchantment (compulsion) [mind-affecting] bard 2, druid 3, mesmerist 2, occultist 2, psychic 2, Level You awaken a mount to human-like sentience, giving sorcerer/wizard 3, witch 3 it speech and a language. For the duration of the spell, 1 standard action Casting Time the mount gains an Intelligence of 3 plus 1 per two Components V, S caster levels. You must also choose which language Range close (25 ft. + 5 ft./2 levels) the mount knows. The mount does not gain any addi- Target one creature tional languages based on high intelligence. This crea- Duration 1 day/level ture gains a mind all its own, and there are no guaran- Saving Throw Will partial tees that it remains friendly towards you. Spell Resistance yes For the purpose of this spell, a mount is any crea- ture that allows a rider. You plant a revulsion in the mind of the subject, caus- Awaken mount can be made permanent with the ing her to avoid an object or location. You must choose permanency spell. a specific object or place. A location chosen in this way can be no larger than a cube measuring 50 feet on a side. The aversion is entirely in the target’smind, so the Babble chosen object or location itself isn’t subject to any mag- ical effect. If the target fails her saving throw, she can’t School enchantment (compulsion) [mind-affecting] come within 60 feet of the chosen object or place. She Level bard 2, mesmerist 2, psychic 3, sorcerer/wizard 3, makes every reasonable effort to avoid the Sampleobject of the file witch 3 aversion, but will not put herself in danger in order to Casting Time 1 standard action maintain the aversion. For example, if the object of the aversion is a bridge but a forest fire is closing in and Components V, S will likely kill the target, she ignores the aversion and Range close (25 ft. + 5 ft./2 levels) crosses the bridge to save herself. If the target must ig- Target one creature; see text nore the conditions of the aversion, she is nauseated Duration 1 round/level until she is no longer violating the aversion. Saving Throw Will negates If the target succeeds at her saving throw, she is Spell Resistance yes instead sickened while within 60 feet of the object or place, but isn’t compelled to stay away from it. This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target also becomes nau- seated. If the target succeeds at its save, the effects end. If not, the creature continues babbling and is nause- ated for the entire duration. Creatures within 30 feet of the subject that can hear the target’s babbling must succeed at a Will save or be- come fascinated for as long as the babbling persists. Once a creature’s fascination ends, it can’t become fas- cinated by the same instance of babble again. Creatures with an Intelligence score of 2 or lower aren’t affected by this spell.

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