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Witches Spells

Witches draw their magic from sources older than the gods.  Their spells combine the natural magic of druids with the arcane magics of sorcerers and wizards.  As a result, the keepers of this "Old Religion" have spells not seen outside their orders in addition to ones common place among other types of spellcasters.

 

Some unique witch spells in game play are reproduced here.  Witch spells cannot be learned by either druids or mages.  If another class wishes to duplicate such an effect, it would have to be researched from scratch.

 

Level 0 Level 1Control Vapor TransmutationLevel: 1Components: V, SCasting Time: 1 actionRange: Medium (10 ft./level)Target: 30 ft. diameter sphereDuration: 10 minutesSaving Throw: NoneSpell Resistance: None The witch may move a quantity of vapor about as she wishes. Gases within the target area may be moved up to 60 feet per round. The witch may move at her normal movement rate and maintain this spell but may not cast any other magics. Level 2PitConjurationLevel: 2Components: V, SCasting Time: 1 actionRange: Medium (60 feet)Target: 20 cubit foot pitDuration: See belowSaving Throw: SpecialSpell Resistance: None This spell creates a pit in unworked ground; the spell cannot be cast upon worked stone or underground. If used offensively, opening under a victim, a success reflex save negates, and the pit forms in a space adjacent to the target. If a victim is charging in a path where the pit opens, the reflex save is made at -2. Creatures falling into the pit suffer 2d6 points of damage, 3d6 if falling from a charge. Once six creatures have fallen into the pit, it closes, expelling those still inside; otherwise, the pit lasts until dispelled. Level 3Dissipate Vapor TransmutationLevel: 3Components: V, SCasting Time: 1 actionRange: 10 ft./levelTarget: Up to a 50 ft. cubic areaDuration: 20 minutesSaving Throw: SpecialSpell Resistance: Special A more powerful version of control vapor, this spell allows the witch to remove gaseous substances from the area of effect. Natural and spell effects ( of 5th level and lower) are automatically dissipated. Higher level spells are dissipated if the witch makes a contested DC (= 10 + caster’s level). Gaseous creatures are allowed Spell Resistance and a Will Save to avoid destruction; a successful save inflicts 2d6 disruption damage instead. Level 4Shock Evocation [Electricity]Level: 4Components: V, SCasting Time: 1 actionRange: PersonalTarget: 60 ft.3 sphere centered on witchDuration: 1 roundSaving Throw: Fortitude partial and negatesSpell Resistance: Yes The witch releases a blast of electrical energy affecting all within the area of effect, friend and foe alike. The sphere delivers 4d8 in damage and stuns creatures for one round; a successful Fortitude Save halves damage and negates the stun effect. The outlines of the sphere are clearly visible for its duration and will effect any who enter the area until it expires. Wall of Water ConjurationLevel: 4Components: V, S, MCasting Time: 1 actionRange: Close (30 ft.)Target: Up to a 40 ft.2 curtainDuration: Up to 1 hourSaving Throw: NoneSpell Resistance: Yes The witch conjures a bound curtain of water which she may shape as desired within the target area. At least one side of the curtain must touch a solid surface. The curtain is impervious to normal fire and magical fire damage passing through it by 5d6. The wall blocks missile fire and prevents creatures with less than 5HD from passing. Creatures with 5HD+ take 3d6 from passing the barrier and are hindered by the water according to their STR. Creatures with a STR score less than 19 take a full round to pass through the barrier; creatures with 19+ STR pass through at their normal movement rates. Creatures with the fire descriptor take 6d6 damage from passing through the wall instead of 3d6 and are hindered as above. The water completely disappears when the spell ends. The material component for the spell is a drop of rainwater. Level 5Conditional Polymorph TransmutationLevel: 5Components: V, SCasting Time: 1 full actionRange: Close (10 ft.)Target: One creatureDuration: SpecialSaving Throw: Will NegatesSpell Resistance: Yes The witch curses an opponent into another form according to preset conditions. This specialized polymorph other spell changes the form of a target creature only when specific conditions are met. These conditions are ones which the target cannot control. Examples include, but are not limited to, change by day, change by night, change at full moon, change when angered, etc.. Alternately, the witch can impose a condition which must be met to end the spell (i.e. the kiss of a princess, a total eclipse, etc.); however, the condition must be one that can occur, else the spell fails. Weakness NecromancyLevel: 5Components: V, S, MCasting Time: 1 actionRange: TouchTarget: One creatureDuration: SpecialSaving Throw: Fortitude negatesSpell Resistance: Yes The witch cripples her target by stealing its strength. With a successful touch, the witch siphons away the victim’s strength. The target loses half of its STR score (round down) unless it makes a successful Fortitude Save. Lost STR returns at the rate of 1 point per day. The material component for the spell is distillate of aconite. Level 6Circe’s Transformation TransformationLevel: 6Components: V, SCasting Time: 1 actionRange: Close (5 ft./level)Target: 40 ft. diameter circleDuration: 1 hour/levelSaving Throw: Will NegatesSpell Resistance: Yes This spell temporarily transforms targeted creatures into inoffensive animals. Creatures failing a Will Save are transformed into mundane small or medium animals of the caster’s choice. Choice of a form which would kill the target (i.e. a fish on land) allows a + 4 on the save. Any equipment held or worn by the target is not transformed. Wards of Defense AbjurationLevel: 6Components: SCasting Time: See textRange: PersonalTarget: 20 ft. circle centered on witchDuration: 1 minute/ 6 levelsSaving Throw: NoneSpell Resistance: None The witch call forth a temporary protective field which deflects all attacks. The wards are stationary once cast. Any inside the field may launch missile attacks, and the witch only may cast spells of 3rd level or lower through the field. The spell ends if the witch leaves the area. This spell is cast with a single gesture and counts as a quickened action. Level 7Solidify Air TransmutationLevel: 7Components: V, SCasting Time: 1 actionRange: Close (30 ft.)Target: Up to 20 cubic feetDuration: SpecialSaving Throw: Reflex NegatesSpell Resistance: Yes The witch solidifies the very air to trap or block her opponents. Once cast, the target area becomes viscous over the remainder of the round, solidifying into a porous rock. Creatures failing a Reflex Save are trapped therein, able to breathe but unable to move. Creatures making their saves are displaced as the air hardens. This spell may also be used to block a passageway. The witch may dispel the solid air with a single word at any time; otherwise, the rock is permanent until destroyed. Vaporize TransmutationLevel: 7Components: VCasting Time: 1 actionRange: Close (30 ft.)Target: Up to 160 cubic ft.Duration: 10 minutesSaving Throw: SpecialSpell Resistance: Yes The witch converts solid rock, metal, or mineral to a thick fog which can be blown away. The affected materials return to their normal state when the spell ends, but may be distorted if moved by wind. If the underlying structures of a building, for example, are affected, the upper stories would collapse or a troop stripped of armor and weapons might find the metals broken and fused. Non-magical items receive no saving throws. Worship TransmutationLevel: 7Components: V, SCasting Time: 1 full roundRange: PersonalTarget: PersonalDuration: 1 daySaving Throw: Will NegatesSpell Resistance: None The witch gains unearthly beauty for the spell’s duration. The witch gains an enhancement bonus of +4 to her CHR score. Any wishing to harm the witch must make a successful Will Save to do so. At the witch’s discretion, she may focus the entire power of the spell against one creature. That creature must make a successful Will Save at -2 or be enamored (charmed) by the witch until she releases it. A creature unfriendly to the witch before the spell was cast adds +2 to its save. Level 8Circle of Deprivation TransmutationLevel: 8Components: V, SCasting Time: 1 actionRange: Medium (5 ft./level)Target: 30 ft. radius sphereDuration: 10 minutesSaving Throw: NoneSpell Resistance: Yes The witch creates an area of complete sensory deprivation. All living creatures within the area of effect lose input from all senses, normal, magical, or mental. The spell is immobile once cast, so creatures may well blunder out of its confines before its duration ends.Mass Polymorph TransmutationLevel: 8Components: V, SCasting Time: 1 actionRange: Medium (120 ft.)Target: 60 ft. diameter circleDuration: PermanentSaving Throw: Will NegatesSpell Resistance: Yes The witch transforms all creatures in her path to a form of her choosing. All creatures within the target area are affected by a powerful polymorph other effect. Those not making a successful Will Save at -2 are transformed to another shape. The witch may choose up to three different forms for her targets (i.e. cats, dogs, and mice). Creatures may not be altered more than one size category. Reflection AbjurationLevel: 8Components: V, S, MCasting Time: 1 actionRange: PersonalTarget: PersonalDuration: 10 minutesSaving Throw: NoneSpell Resistance: No The witch is surrounded by a shimmering cloud which reflects all spells. All directed magical attacks are reflected back at the caster; normal saves apply. Area of effect spells affect others in the target area normally but do not affect the witch. The material component for this spell is a quartz prism.Rusting Touch TransmutationLevel: 8Components: V, SCasting Time: 1 actionRange: TouchTarget: Item touchedDuration: 10 minutesSaving Throw: SpecialSpell Resistance: Yes The witch corrodes metals as a rust monster’s touch. Non-magical items receive no saving throw. Magical items must make a Reflex Save (DC = 20) or be destroyed. Spell Resistance applies only if it is part of the item, not the bearer.Volcanic Circle Evocation [Fire]Level: 8Components: V, S, MCasting Time: 1 actionRange: Medium (80 ft.)Target: Expanding circle 3 ft. deep and expanding 30 ft./ minuteDuration: 3 minutesSaving Throw: Reflex partialSpell Resistance: Yes The witch fills the area with an expanding circle of molten lava. Creatures contacting the molten lava take 8d10 in damage; a successful Reflex Save halves damage. The witch is unharmed by the spell if she passes through the lava at any time. Ground over which the circle has passed remains unsafe to walk upon until it cools for at least 10 minutes. Affected ground will set fire to combustibles in contact with it for more than a minute and burn creatures for 1d4 points of fire damage per round of contact. The material components for this spell are a piece of lava rock and an open flame. Level 9Disintegrate Flesh TransmutationLevel: 9Components: V, S, FCasting Time: 1 actionRange: Medium (50 ft.)Target: 40 ft.3Duration: InstantaneousSaving Throw: Fortitude partialSpell Resistance: Yes The witch disintegrates all beings in the target area. All living things in the area, including corpses and undead with corporeal bodies, are disintegrated as per the wizard spell. Corpses receive no save. Corporeal undead and living things must make e successful Fortitude Save; the successful save reduces damage to 5d6. Equipment and non-living objects in the area are unaffected. The material component for the spell is a pinch of dust from a disintegrated creature.

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