
The World Of Aldernon
New Classes
The Witch
Abilities: Intelligence determines how powerful a spell a witch can cast, how many spells she can cast, and how hard those spells are to resist. To cast a spell, a witch must have an Intelligence score of 10 + the spell’s level. In addition, a witch gets bonus spells based upon Intelligence. The Difficulty Class of a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Intelligence modifier. High Dexterity is helpful for a witch, who typically wears little or no armor, because it provides her with an Armor Class bonus. A good Constitution gives extra hit points, a resource that she is otherwise very low on.
Alignment: Any
Hit Die: d4
Class Skills: The witch’s class skills (and the key ability for each skill) are Alchemy (Int), Animal Empathy (Wis), Concentration (Con), Craft (Int), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Scry (Int), Spellcraft (Int), and Wilderness Lore (Wis)
Class Features: All of the following are class features of the witch: Weapon and Armor Proficiency (as wizard), Spells (as wizard), Familiar (as wizard), Brew Potion, Spellbooks (as wizard), and Spell Mastery (as wizard).
Witch Spell List:
0 level – arcane mark, cure minor wounds, dancing lights, daze, detect magic, detect poison, flare, ghost sound, light, mage hand, mending, read magic, resistance, virtue
1st level – alarm, animate rope, cause fear, change self, charm person, command, comprehend languages, control vapor, cure light wounds, doom, endure elements, enlarge, entangle, faerie fire, hypnotism, identify, obscuring mist, reduce, silent image, sleep, summon nature’s ally I, unseen servant, ventriloquism
2nd level – alter self, augury, blindness/deafness, blur, calm emotion, cure moderate wounds, delay poison , detect thoughts, enthrall, hold person, hypnotic pattern, invisibility, knock, levitate, locate object, make whole, minor image, mirror image, misdirection, obscure object, pit, produce flame, scare, see invisibility, speak with animals, summon nature’s ally II, whispering wind, zone of truth
3rd level – bestow curse, call lightning, clairvoyance/clairaudience, contagion, create food/water, cure blindness/deafness, dispel magic, dissipate vapor, fly, gust of wind, haste, Leomund’s Tiny Hut, magic circle against chaos/law, magic circle against evil/good, nondetection, plant growth, poison, shrink item, sleet storm, slow, spectral force, stinking cloud, summon nature’s ally III, tongues, water breathing, water walk, wind wall
4th level – charm monster, discern lies, divination, emotion, fear, giant vermin, hallucinatory terrain, ice storm, illusionary wall, improved invisibility, locate creature, minor creation, neutralize poison, phantasmal killer, polymorph other, polymorph self, quench, rainbow pattern, remove curse, rusting grasp, scrying, shadow conjuration, shock, solid fog, summon nature’s ally IV, wall of water
5th level – advanced illusion, attraction, animal growth, avoidance, break enchantment, cloudkill, commune with nature, conditional polymorph, control winds, dominate person, dream, false vision, feeblemind, ghostform (TOB), greater command, greater scrying, prying eyes, magic jar, major creation, mind fog, mirage arcane, nightmare, persistent image, seeming, sending, shadow evocation, telekinesis, teleport, transmute rock/mud, transmute mud/rock, permanency, summon nature’s ally V, wall of thorns, weakness
6th level – acid fog, animate, circle of death, control water, Circe’s Transformation, control weather, eyebite, find the path, flesh to stone, geas/quest, greater dispelling, greater shadow evocation, guards and wards, heroes’ feast, legend lore, mass suggestion, mislead, move earth, permanent image, project image, repulsion, shades, spiritwall (TOB), stone to flesh, summon nature’s ally VI, transport via plants, true seeing, veil, wards of defense, weather control
7th level – control weather, creeping doom, finger of death, greater scrying, insanity, lmited wish, liveoak, mass invisibility, prismatic spray, repel wood, reverse gravity, sequester, simulacrum, solidify air, summon nature’s ally VII, teleport without error, transport via plants, vanish, vaporize, vision, worship
8th level – antipathy/sympathy, binding, circle of deprivation, clone, command plants, demand, discern location, horrid wilting, incendiary cloud, mass charm, mass polymorph, maze, polymorph any object, prophecy, reflection, rusting touch, screen, summon nature’s ally VIII, trap the soul, volcanic circle, whirlwind
9th level – disintegrate flesh, earthquake, foresight, freedom, imprisonment, prismatic sphere, refuge, shambler, shapechange, summon nature’s ally IX, teleportation circle, temporal stasis, wail of the banshee, weird, wish
Summon Familiar – as per wizard and sorcerer ability
Brew Potion – as per the PH feat
Brew Poisons & Narcotics – the witch gains the ability to brew any poison, narcotic or drug for which she has or researches the formulae. See the DMG and other books for examples
Hex – as per the special ability of the Hexer in Masters of the Wild. Increased levels allow for the use of this ability or later hexes learned multiple times per day as indicated
Sicken Hex – as per the special ability of the Hexer in Masters of the Wild
Improved Familiar – as per the feat in Tome & Blood
Fear Hex – as per the special ability of the Hexer in Masters of the Wild
Leadership - as per the feat in DMG except the witch starts her own coven
Sleep Hex – as per the special ability of the Hexer in Masters of the Wild
Charm Hex – as per the special ability of the Hexer in Masters of the Wild
Longevity – the witch’s lifespan increases to ten times the normal level. Thus, the ranges of youth, maturity, etc. and appropriate penalties are delayed
Limited Wish – the witch gains the ability to grant a limited wish as per the wizard spell once per day
Death Hex – the witch may slay with a glance. A victim meeting the witch’s gaze must make a successful Will Save or die
Shapechange – the witch may change as per the wizard spell once per day
