WE'VE FOUND A WITCH, MAY WE MAKE A SECOND MONTY PYTHON REFERENCE?
New Witch-Only Traits
Driven Mad [Social]
The spells you cast, the pacts you made, the hexes you have levelled against others... all have taken their toll on your mind, and now it shows.
Benefit: whenever you roll to determine how you act when under the effects of Confusion, roll twice and pick the better result. Additionally, you gain a +1 Bonus to Knowledge (The Planes) and Intimidate, however you take a -2 Penalty to Bluff, Diplomacy and Sense Motive.
Fen-Dweller [Region]
You might not have been born in the swamps, but you are certainly most comfortable in murky places where fungus grows and vision is obscured.
Benefit: you gain a +2 Bonus on Fortitude Saves against Disease, and subtract 10 from any Miss Chance due to murky vision.
Hidden Occultist [Social]
Other people don't know what you really are. Sure, they might know your alignment, and that you can cast spells, but they don't know the higher power you serve...
Requirements: must serve a Patron
Benefit: Bluff becomes a class skill for you, and you gain a +1 Bonus to Knowledge (Religion) and Knowledge (The Planes).
Ill Omen [Religious]
The moment you were born, the stars were aligned in a disturbing manner, an owl dropped dead, a wolf howled or perhaps there was an eclipse. These disturbing signs linger around you in life.
Benefit: you gain a +1 Bonus to Intimidate checks, and can cast Dancing Lights, Ghost Sound and Mage Hand once each per day as Spell-Like Abilities, Caster Level 1. You suffer a -2 Penalty to Diplomacy.
Swapped at Birth [Social]
If you are a fey creature, you were placed in the crib of a stolen mortal. Otherwise, you were the stolen mortal, a fey taking your place. Either way, you didn't grow up with parents of your species, and life has always been interesting.
Benefit: you gain a +1 Bonus to Bluff and Disguise checks, and one of them becomes a Class Skill for you. If you are a non-Fey creature, you gain a +1 Bonus to Knowledge (Nature) checks. If you are a Fey creature, you gain a +1 Bonus to Knowledge (History) checks.
Alternate Favoured Class Bonuses for the Witch
Changeling: +1/3 Caster Level to form-changing spells
Drow: +1/4 Save DC for [Fear] effects
Fetchling: +1/2 Familiar Natural Armour
Goblin: +1 Familiar HP
Kitsune: +1/3 Caster Level to form-changing spells
Lashanta: +1/4 Familiar Feat
Serpentfolk: Bonus Spell
Strix: + Familiar Skill Point
Sylph: Bonus Spell
Tiefling: +1/3 Caster Level to [Evil] spells
New Witch Spells
Cantrips
Sudden Misfortune
School: Conjuration or Transmutation (see below); Level: Witch 0
Casting Time: 1 Swift Action; Components: S
Range: Close; Duration: Instantaneous
Saving Throw: Ref Negates; Spell Resistance: No
Considered by some to be the first mastery of a witch, the spell that puts them on the path, this is less a curse and more a nuisance. This conjures a small object (typically a stone or tree branch, some are in favour of bedpans or boots) above the target. If they fail the Reflex Save, they suffer 1d6-1 points of non-lethal damage. If a 6 is rolled on the die, instead of dealing 5 non-lethal damage it deals 1 point of regular damage. Alternatively, it may cause the ground to briefly tangle around the target's feet, or their shoelaces to suddenly tie together or similar: if they fail the Reflex Save, the target falls prone.
1st Level
Bewitching Seal
School: Abjuration; Level: Witch 1
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: until the next sunrise (D)
Saving Throw: None; Spell Resistance: No
This spell seals away your spellcasting ability, hiding it away so that others cannot detect it. For the duration, you cannot cast spells, nor use any abilities that rely on your spellcasting ability. Likewise you cannot cast Spell-Like Abilities, and any innate magical auras are completely suppressed. This spell does not provide a magical aura of its own. This may be Dismissed at any time, requiring a Full Round Action. Doing so unleashes a burst of light - all creatures within 15 feet are Dazzled for one round.
Dreamsight
School: Divination; Level: Bard 1, Oracle 1, Witch 1
Casting Time: 1 Full Round Action; Components: S
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: No
As long as you concentrate on this spell, you can see the dreams of sleeping creatures within range - by looking at them, you see their influence on the Plane of Dreams, thoughts projected from their subconscious that hover in an aura around them. This does not read the mind of the target or intrude on their thoughts, and cannot be used to exert influence, merely to learn what their dreams are.
Familial Seeking
School: Divination; Level: Oracle 1, Witch 1
Casting Time: 1 Standard Action; Components: V, S, F
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: Yes
By concentrating on the target, you see a dim aura of light surrounding them, and thin strands of light reaching out. These strands move in the direction of those who are immediately blood-related to the target, and if any such relatives are actually within your field of vision, the strands reach them and cause them to glow as well.
You may transfer your focus from one target to a "linked" target with a Free Action at will, as long as both targets are within the range of the spell. Doing so does not require you to change the Focus - you are just following the threads.
Focus: a piece of hair or drop of blood from the target
2nd Level
Dreamguard
School: Enchantment; Level: Bard 2, Oracle 2, Witch 2
Casting Time: 1 Full Round Action; Components: S
Range: Close; Duration: Concentration
Saving Throw: Will Negates (Harmless); Spell Resistance: Yes
Projecting your mind into the dreamscape of a (generally) willing target, you protect them from outside influence. Their dreams cannot be influenced by others, others cannot enter their dreams, and they become immune to all [Mind Affecting] effects for as long as they sleep. Furthermore, they cannot be affected by nightmares - mundane or magical. All dreams will automatically be peaceful.
A creature that is already possessed or controlled by another cannot be helped by this spell.
Eye of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 3, Witch 2
Casting Time: 1 Standard Action; Components: V, S
Range: Personal (see below); Duration: Instantaneous
Saving Throw: See below; Spell Resistance: No
When you cast the spell, one of your eyes bursts, spraying venomous, acidic ichor over your enemies. You actually lose the eye, suffering 2d6 points of damage, and suffering a -4 Penalty to all vision-based tasks (including attack rolls). The penalties go away when the eye is regained, typically as the result of a Regeneration spell or by having the Regeneration special quality. All creatures within a 20' Cone are sprayed with the ichor, suffering 1d10 Acid damage per 2 Caster Levels with a Reflex Save for half. Those that fail the save absorb enough venom that they must save against Giant Wasp Poison.
If you lose all of your eyes to this spell, you become Blind until at least one eye is restored. Creatures without eyes cannot cast this spell.
Stun Animals
School: Enchantment; Level: Druid 2, Ranger 2, Witch 2
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: 2d4 rounds
Saving Throw: Will Negates; Spell Resistance: Yes
Unleashing a wave of mental energy, you overwhelm the limited minds of animals and overload their senses. One creature per Caster Level, all of the Animal type, is Stunned for 2d4 rounds on a failed save.
3rd Level
Arm of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 4, Witch 3
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
Weaponising your arm, you cause it to erupt, unleashing animate fragments into enemies. You may cast this spell at two different "strengths", but each one allows a Ranged Attack to be made against a creature within Close Range, dealing Magic Piercing damage.
You suffer 1d4 damage and 1 Dexterity damage if just sacrificing your fingernails, or 2d4 damage and 2 Dexterity damage if sacrificing your entire fingers.
If you are immune to Dexterity Damage, the damage you receive increases to 2d6 (nails) or 4d6 (fingers) or 8d6 (hand). Either way, when all damage and ability damage is restored, you are considered to have regrown the nails/fingers completely.
If hit, the target suffers 2d6 damage (nails) or 4d6 damage (fingers) and must save against contracting Filth Fever at the normal DC. Furthermore, they suffer half as much damage again on the following round, and then 2 (nails) or 4 (fingers) damage on the round after that.
Sacrificing your fingers prevents you from holding items with that hand. If you have no fingernails left, you cannot cast this spell at the lower strength. If you have no fingers left, you cannot cast this spell at all.
Fool's Conjuration
School: Illusion [Shadow]; Level: Sorcerer/Wizard 3, Witch 3
Casting Time: 1 Swift Action; Components: V, S
Range: 5'; Duration: 1 minute
Saving Throw: None; Spell Resistance: No
You create an illusory object just long enough to make use of it. The created object must be able to fit inside a 1x1x1' cube, must be wholly solid, and cannot have moving parts. It cannot be used as a Material Component or Focus for spells, nor can it be used as an alchemical component (including the black powder for bullets), however it could be used as an appropriate-sized weapon or piece of ammunition for the duration.
At Caster Level 10, it may be large enough to fit inside a 2x2x2' cube and lasts for 1 hour. At Caster Level 15, it may fit inside a 3x3x3' cube and lasts until the next Sunset or Sunrise.
Harvested Regeneration
School: Transmutation [Healing]; Level: Witch 3
Casting Time: 1 Minute; Components: V, S
Range: Touch; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
Using the body of another creature - living or dead - you are able to heal yourself and "regenerate" lost limbs and organs - by stealing them from the target. You can steal any limbs, organs or other body parts from the target that they have, but only for the purpose of replacing ones you have lost. You also regain 3d6 hit points, plus your Caster Level (maximum 15), and the target (if alive) loses the same amount. You must maintain physical contact with the target for the entire duration.
Phantasmal Fen
School: Illusion [Phantasm]; Level: Witch 3
Casting Time: 1 Standard Action; Components: V, S, M
Range: Close; Duration: Concentration
Saving Throw: Will Disbelief and Fort Partial; Spell Resistance: Yes
Up to one target per Caster Level within range believes they are drowning in a terrible swamp. If they Disbelieve, they are completely unaffected. Otherwise, they must pass a Fortitude Save each round or be Nauseated for the round and suffer 1 point of Constitution damage. If they pass the Fortitude Save they are merely Sickened for the round.
4th Level
Faerie Form I
School: Transmutation; Level: Druid 4 Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level
Saving Throw: None; Spell Resistance: No
This spell transforms the caster into a Small or Medium Fey creature, granting complete physical resemblance and certain traits. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed. They also gain all traits intrinsic to the Fey Type.
If the form is Small, they gain +4 Dexterity and -2 Strength.
If the form is Medium, they gain +2 Dexterity.
The caster looks identical to a creature of that race. Any worn or carried equipment melds into their form, other than items being held in their hands - which do not automatically re-size (unless they have a feature intrinsic to the item).
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".
Familial Scrying
School: Divination; Level: Oracle 4 Witch 4
Casting Time: 1 Full Round Action; Components: V, S, F
Range: Close; Duration: Concentration
Saving Throw: None; Spell Resistance: Yes
This spell functions similarly to Familial Seeking, except it allows you to Scry on blood relatives of the target. As with Seeking, you see the threads extend, and you get a vague sensation of who is at the end of each thread - you then choose to follow one, and you can scry on the person at the end, and the surrounding location. As with Seeking, you can then move to their blood relatives, and so on.
Innards of Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 5, Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 1 minute
Saving Throw: None; Spell Resistance: No
By casting this spell, you take massive traumatic damage as your insides suddenly become outsides, exploding forth. This deals 6d6 damage to you, and 4 points of Constitution Damage. If you are immune to Constitution Damage, you instead suffer 10d6 damage.
Once this occurs, all creatures within 15 feet must pass a Reflex Save. Those that fail the save become Entangled for the entire duration, and suffer damage equal to your Caster Level, which is then transferred to you as healing. Any healing in excess of your damage is wasted. For the rest of the duration, your intestines may make a single Trip, Grapple or Disarm attempt once per round as a Free Action against a target within the area. At the end of the duration, the insides crawl back into you and it vaguely stitches itself back together: you regain 1d6 hit points and there is no danger of your insides falling back out, but any other damage and Constitution Damage remains.
Ward of Escalating Torment
School: Abjuration; Level: Witch 4
Casting Time: 1 Standard Action; Components: V, S
Range: 50' radius Emanation; Duration: 1 minute per Caster Level
Saving Throw: Fort Negates; Spell Resistance: Yes
For the duration, you are protected by a barely-visible magic ward - a Perception check of 20 is required to notice it. This protects you by exerting a painful magic force, and anyone who approaches you must attempt a Fortitude Save. The damage they receive on a failed save depends on the closest point they try to move to you in their turn:
45-50 feet: 1d4 per 3 Caster Levels
35-40 feet: 1d6 per 3 Caster Levels
25-30 feet: 1d8 per 3 Caster Levels
15-20 feet: 1d10 per 3 Caster Levels
5-10 feet: 1d12 per 3 Caster Levels
Entering your square: 1d6+1 per Caster Level
Wereswan
School: Transmutation; Level: Druid 4 Ranger 4 Witch 4
Casting Time: 1 Standard Action; Components: V, S, M
Range: Medium; Duration: Permanent
Saving Throw: Fort Negates; Spell Resistance: Yes
As you finish the incantation, the target is wracked by a terrible affliction, feathers sprouting from them. If they fail the saving throw, they contract Lycanthropy, gaining the Wereswan template. This can be Dispelled, cured as a magical Disease, or removed as a Curse.
Material Component: a feather from a swan
5th Level
Call Woodland Being
School: Conjuration [Calling][Chaos]; Level: Druid 5 Ranger 4 Witch 5
Casting Time: 1 Minute; Components: V, S
Range: Special; Duration: until the next sunset or sunrise (D)
Saving Throw: Will Negates; Spell Resistance: Yes
When you finish casting the spell, a fey creature is summoned from the surrounding magical environment. If you benefit from Protection From Chaos or summon the creature into a circle of salt, you are safe and they will not attack you when summoned. If you are Chaotic in Alignment and match the creature's Alignment on the Good-Evil axis, they will be friendly enough not to attack you at any rate. This spell only functions when cast within a woodland environment - a forest, jungle, rainforest, swamp, marsh, wetland, untilled field, or similar, including magical or aquatic versions. You may determine the creature that appears, but the choices available are limited by your Caster Level - anything listed for your CL or lower is available.
CL 9: Grig Swarm, Harvest Haunt, Nymph, Oceanid, Swan Maiden
CL 12: Bogeyman, Nereid, Nuckelavee, Tombstone Fairy
CL 15: Grimm, Rusalka
CL 18: Hamadryad (if cast within her own forest)
Any creature with spellcasting ability appears with the default spells in the monster entry.
Mythic: if a caster has Mythic Rank 3 or higher, the Leanan Sidhe is added to the list available at Caster Level 12 or higher.
Faerie Form II
School: Transmutation; Level: Druid 5 Witch 5
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level
Saving Throw: None; Spell Resistance: No
This spell functions the same as Faerie Form I, except more traits can carry over, and they may also turn into a Tiny Fey. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed, Fly Speed, Unearthly Grace. If the creature has a Natural Armour Bonus, the caster also gains that, to a maximum of +2.
If the form is Tiny, they gain +6 Dexterity and -4 Strength.
The caster may also cast either Entangle, Charm Person, Charm Animal, Sleep, or Deep Slumber once as a Spell-Like Ability (Save DC 15 + the ability score they use to cast spells), but only if the base creature has the ability to cast it as a Spell-Like or Supernatural Ability.
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".
Ward of Escalating Horror
School: Abjuration; Level: Witch 5
Casting Time: 1 Standard Action; Components: V, S
Range: 50' radius Emanation; Duration: 1 minute per Caster Level
Saving Throw: Will Negates; Spell Resistance: Yes
For the duration, you are protected by a barely-visible magic ward - a Perception check of 20 is required to notice it. This protects you by exerting a terrifying magic force, and anyone who approaches you must attempt a Will Save. The condition they receive on a failed save depends on the closest point they try to move to you in their turn:
45-50 feet: Shaken for the rest of the duration
35-40 feet: Frightened for the rest of the duration
25-30 feet: Stops moving and Cowers for the rest of the duration
15-20 feet: Panics for 3 rounds
5-10 feet: Panics for 10 minutes, Shaken until the sun next rises
Entering your square: Falls Comatose for 3 rounds, Shaken until the sun next rises
6th Level
Borrowed Time
School: Necromancy; Level: Witch 6
Casting Time: 1 Hour; Components: V, S
Range: Touch; Duration: Instantaneous
Saving Throw: Fort Negates; Spell Resistance: Yes
Over the course of an hour-long ritual, you slowly drain the life essence from a willing or helpless target. Willing and sleeping targets automatically fail their saving throws against this. At the end of the casting time, you grow one year younger, unless doing so would turn you into a child, in which case one extra year is instead added to your maximum age before entering a new age category (and thus delaying all further ones and death). If this causes you to change to a younger age category, all changes (positive and negative) from age disappear as though you had never aged that much. The target immediately ages one year, and if this brings them into a new category, any changes are made. If this brings them past the end of their lifespan, they die.
Faerie Form III
School: Transmutation; Level: Druid 6 Witch 6
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 10 minutes per Caster Level (D)
Saving Throw: None; Spell Resistance: No
This spell functions the same as Faerie Form II, except more traits can carry over, and they may also turn into a Diminutive or Large Fey. If the creature they are emulating has any of the following traits, they are gained: Darkvision, Low-Light Vision, Climb Speed, Swim Speed, Fly Speed, Unearthly Grace, Invisibility, Spell Resistance (to a maximum of 25). If the creature has a Natural Armour Bonus, the caster also gains that, to a maximum of +4. If the creature possesses a touch attack Special Attack, the caster gains it for the duration - any Save DC is 16 + their Charisma Bonus.
If the form is Diminutive, they gain +10 Dexterity and -6 Strength.
If the form is Tiny, they gain +6 Dexterity and -2 Strength.
If the form is Small, they gain +4 Dexterity.
If the form is Medium, they gain +2 Dexterity, +2 Constitution.
If the form is Large, they gain +2 Strength, +2 Constitution.
The caster may also cast either Entangle, Charm Person, Charm Animal, Charm Monster, Suggestion, Confusion, Insanity, Sleep, Protection From Law, Magic Circle Against Law, Dispel Magic, Dispel Law, Freedom of Movement, or Deep Slumber once as a Spell-Like Ability (Save DC 16 + the ability score they use to cast spells), but only if the base creature has the ability to cast it as a Spell-Like or Supernatural Ability.
Mythic: a Mythic caster treats the duration as "until the next sunrise (D)". If their Mythic Rank is 5 or more, they treat the duration as "until the next full moon (D)".
Hound of Doom
School: Conjuration [Summoning]; Level: Summoner 8, Witch 6
Casting Time: 1 Full Round Action; Components: V, S
Range: Medium; Duration: 1 round per level
Saving Throw: None; Spell Resistance: No
For the duration, this summons a Fiendish Dire Wolf, just the same as if summoned by a Summon Monster spell. However, it has Hit Points equal to the normal maximum hit points of the caster, an Enhancement Bonus to Natural Armour equal to half their Caster Level, and a Base Attack Bonus equal to the caster's Base Attack Bonus. For the purposes of spell effects, the Fiendish Template and similar (but not Feats, Skill Points or increasing in Size Category), it is treated as having hit dice equal to the caster's Caster Level.
Mythic: if a Mythic Point is spent when casting the spell, the Hound gains an Enhancement Bonus to Strength and Dexterity equal to the caster's Mythic Rank, gains one Bonus Feat for which it meets the requirements, and gains an Enhancement Bonus to its natural weapons equal to the caster's Mythic Rank.
Mindplague
School: Enchantment [Mind-Affecting]; Level: Witch 6
Casting Time: 1 Standard Action; Components: V, S
Range: Long; Area: 15' radius Spread; Duration: Instantaneous
Saving Throw: Will Negates; Spell Resistance: Yes
A burst of purple smoke wafts out, reaching into the brains of those in the area, and then vanishes almost as quickly as it appears. All in the area that fail a Will Save are afflicted with a [Mind-Affecting] condition that mimics a disease in function - while not actually being a disease, so immunity to Diseases does not apply. The Disease is X. (Int Drain, Int 0 = Become Zombie)
7th Level
Final Vile Doom
School: Transmutation; Level: Sorcerer/Wizard 8, Witch 7
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: Instantaneous
Saving Throw: see below; Spell Resistance: No
Upon casting this spell, the caster's body erupts into a spray of bone and tendons, suffering 10 points of Strength, Dexterity and Constitution Damage. If they are immune to Strength, Dexterity or Constitution Damage, they instead suffer damage such that they are reduced to zero hit points.
All creatures within 60 feet of the caster are then hit by bone fragments and high-speed bolts of blood, suffering 1d6 damage per Caster Level (maximum 20d6), with a Reflex Save for half. Additionally, the ichor and muscles affect the area as though both Entangle and Grease had been cast, and all creatures caught in the initial blast must succeed on a Fortitude Save or be Pinned. All effects last for 5 rounds, though the damage is instantaneous.
Form of the Swamp Beast
School: Transmutation; Level: Druid 7 Witch 7
Casting Time: 1 Standard Action; Components: V, S
Range: Personal; Duration: 1 minute per Caster Level
Saving Throw: None; Spell Resistance: No
This spell transforms the caster into a massive monster, a tangle of mud, sticks and vines that is seemingly immune to all harm. For the duration, they gain the following:
-All traits inherent to creatures with the Plant Type
-A +8 Natural Armour Bonus
-A Strength Score of 30, a Dexterity Score of 8 and a Constitution Score of 20
-Fast Healing equal to half their Caster Level
-Tremorsense out to 60 feet
-A Swim Speed of 40 feet
-Huge Size
-Fire, Acid and Cold Resistance equal to their Caster Level
-Damage Reduction 10/Magic
-Two Primary Slam Attacks (dealing 1d10 + Strength Bonus)
-Gooey Form (granting a free Disarm attempt against any weapon that hits, or a free Grapple attempt if an unarmed attack or natural weapon was used)
All weapons and equipment meld into the caster's form, deactivated for the duration.
Mythic: if one Mythic Point is spent when casting this, the Natural Armour Bonus becomes +15, Strength becomes 40, Fast Healing equals Caster Level, Damage Reduction becomes 15/Magic and Cold Iron, and the Energy Resistances become equal to the Caster Level plus five.
Plaguemist
School: Conjuration; Level: Witch 7
Casting Time: 1 Standard Action; Components: V, S, M
Range: Long; Area: 15' radius Cloud, Duration: Concentration
Saving Throw: Fort Negates (see below); Spell Resistance: No
The cloud formed by this spell is a sickly colour and smells foul, full of terrible spores. It functions the same as Obscuring Mist, except as follows: every round that a creature is inside the area, they must pass a Fortitude Save or contract X Disease.
Trick or Treat
School: Necromancy; Level: Witch 7
Casting Time: 1 Full Round Action; Components: V, S, M
Range: Close; Duration: until the next sunrise
Saving Throw: Fort Negates (Harmless); Spell Resistance: Yes
One target per caster level within the area of effect is touched by the eerie energies of this spell, infusing them with negative energy and ghostly power. For the duration, all affected targets change their Type to Undead, gaining all Immunities, Resistances, Vulnerabilities and other traits - they are healed by Inflict spells and harmed by Cure spells and so on. Should a target fall below 1 HP while under the effects of this, the spell immediately ends for them, automatically stabilising them if they are not completely dead.
Mythic: by spending a Mythic Point, the caster may infuse a number of the targets (up to their Mythic Rank) with such energy that they are almost incorporeal: such creatures gain a +3 Deflection Bonus to Armour Class and enjoy a 20% Miss Chance against all attacks.
8th Level
Shriek of Lycanthropy
School: Transmutation; Level: Druid 8 Witch 8
Casting Time: 1 Standard Action; Components: V
Range: Medium; Duration: Permanent
Saving Throw: Fort Negates; Spell Resistance: Yes
With one loud shriek, all creatures in the area are hit by terrible transformative magic and must attempt a Fortitude Save. Those that fail the save instantly contract Lycanthropy, gaining the Werewolf Template.
(At the option of the DM, other animals may instead be chosen if more relevant to the surroundings or thematic to the caster.) This is Permanent, not Instantaneous, so it may be Dispelled on top of the other methods of curing Lycanthropy.
Mythic: by spending one Mythic Point, the duration instead becomes Instantaneous.
Vile Dispelling
School: Necromancy; Level: Witch 8
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: Instantaneous
Saving Throw: None; Spell Resistance: No
This spell tears magic away from subjects, along with their skin. It functions as a Greater Dispel effect, except every spell effect removed from a target also causes them to suffer 1 point of Constitution damage and 1d6+1 Hit Points in damage.
9th Level
Cursed Woods
School: Necromancy [Evil]; Level: Witch 9
Casting Time: 1 Hour; Components: V, S
Area: 1 mile radius Spread; Duration: Permanent
Saving Throw: None; Spell Resistance: No
This spell functions in woodlands, marshes, swamps, undergrowth and similar areas where nature holds sway. The entire area is Desecrated and takes on an eerie, nightmarish visage, and all water is stagnant and foul, unable to support life - indeed, it becomes Unholy Water. Everything seems to shed darkness, causing a 50% Spell Failure rate for all [Light] and [Healing] effects. Everything in the area suffers a -4 Morale Penalty on Saving Throws against [Fear] effects. All Plants and Animals in the area take on the traits of the Undead Type, and any time they deal damage, they also deal one point of Bleed damage. All forms of natural healing, including Fast Healing and Regeneration, halt. Anything slain within the area, unless it would turn into something else (such as by a Spawning creature), rises as a Wight within 1d6 minutes. Any Fey creatures that are linked to any part of the natural area (such as Dryads and Hamadryads) gain the Lich template, ignoring the usual restrictions, and treating their special part of the area as their Phylactery.
Fen Legion
School: Transmutation; Level: Druid 9 Witch 9
Casting Time: 1 Standard Action; Components: V, S
Range: Medium; Duration: until the next Sunrise
Saving Throw: Fortitude Negates (harmless); Spell Resistance: Yes
The caster designates one creature per Caster Level, all within range, and the creatures, if affected by the spell, transform into Trolls. Their character sheets are replaced entirely by the monster write-ups of trolls for the duration, or until slain, at which point their bodies return to their natural (albeit dead) state. Held, worn or carried equipment melds into their form, ceasing to function for the duration, and no existing racial or class features continue to have any effect - even their minds become clouded, thinking like trolls simply with their old loyalties and some personality traits.
Deadly Inversion
School: Transmutation; Level: Sorcerer/Wizard 9, Witch 9
Casting Time: 1 Standard Action; Components: V
Range: Close; Duration: Instantaneous
Saving Throw: Fortitude Negates; Spell Resistance: Yes
If the target fails their saving throw, their skeleton is turned upside down while the rest of their body mostly stays in the same place, killing them instantly. This only functions on creatures that actually have skeletons, whether internal (such as humans) or external (such as giant bugs). Creatures that are only skeletons simply fall prone. Undead or Unliving creatures that possess skeletons and non-skeletal parts suffer 1d6 damage per Caster Level and are rendered Helpless until something undoes the effect. The subject must be returned to normal by a Regeneration or Greater Restoration effect before a Raise Dead spell can bring them back - otherwise they come back to life for a very brief moment before death claims them once again, their skeleton still interfering with their vital organs.
When this spell kills a target, the caster may make a Demoralise attempt against all enemies with Line of Sight to the target, as a Free Action.
New Hexes
Bibbity Bobbity Boo
With a few magic words, you soon have your own legion of household goods.
A number of times per day equal to half your level (round down) plus three, you may cast Animate Objects as a Spell-Like Ability. The Caster Level equals your Witch level. Once per day, you may make the effect Permanent, however you may only have a simultaneous number of Permanent animated objects equal to your Witch level, and if ever a Permanent one is destroyed, you instantly take 1d6 points of damage. A side effect of this is that you know it has "died", no matter how far away you are.
Curse of Haunting
By fixing your gaze on the target, you cause them to be plagued by small haunting spirits that work away at their mind.
At will, you may use a Standard Action to curse a target within Close Range. They must make a Will Save or be afflicted for the next hour: they suffer a -2 Penalty on all saving throws against [Fear] effects, and they treat all [Fear] effects as worse: if Shaken, they treat it as Frightened; if Frightened, they act as if Panicked; if Panicked, they instead Cower; if Cowering, they instead fall Comatose. Furthermore, over the course of the next hour, they are plagued by minor effects: there is effectively an Unseen Servant that remains within 20 feet of them and exists only to move things about, particularly when they are not looking, just to interfere with their life.
Whether they pass or fail the initial save, a target is immune to this effect until the next Sundown.
Curse of Vulnerability
Your foes may be arrogant, believing themselves to be invulnerable, but you slowly work away at their defences until they can suddenly be harmed.
With a Swift Action at will, you may afflict a target within Close Range. They must attempt a Will Save. If they fail, they suffer a -5 Penalty to their Damage Reduction, Spell Resistance, and all Energy Resistances. These penalties last for one minute, however multiple uses do stack (to a minimum of zero for any given trait). Furthermore, each time the target fails a saving throw, you may automatically dispel a single Abjuration effect on them.
Degeneration
Using your cauldron, you gleefully turn your captives and minions into hideous monsters for your own vile purposes.
Requirements: Cauldron
By placing a living creature in your cauldron, applying 100GP of magical reagents and then brewing away for an hour, you can alter their form. You must be present for the entire hour, and it takes your full concentration. The creature may need to be unconscious or bound, unless they are willing or the cauldron has a lid that can be sealed, such as a pressure cooker.
If this is successful, the creature is allowed one Fortitude Save. If they fail, they gain the Mana-Wasted or Fleshwarped Template (your choice). In the case of Fleshwarped, the changes are always the same (including the ability scores and skill affected), and the special ability can only be one of the following: one additional Natural Weapon (damage and reach as normal for their size), increase Natural Armour Bonus by +2, natural weapons spread Filth Fever, Ferocity, Bleed (1d6), Blood Rage.
The changes made by this hex are permanent, short of a Remove Curse followed by a Greater Restoration (either of which can of course be replicated through use of a Wish or Miracle). Any given creature can only be successfully changed once by this Hex without removing the effects and applying it again.
Haunting Familiar
Your familiar lurks around like a ghost, creeping people out.
This hex significantly changes your familiar: it no longer has a physical form, and is more of an illusion than a living creature. It cannot attack other creatures, nor can it be attacked, and it is immune to all effects. It has a Move Speed of 30 feet, however if it ends a turn more than 50 feet away from you, it instantly teleports to be adjacent to you. It still threatens squares for the purpose of Flanking, however creatures can move through its square without penalty. It can move through creatures and objects without penalty as well.
Any creature next to your familiar suffers a -2 penalty to Armour Class and Saving Throws.
The familiar still provides its usual benefit and the bonus spells. If you also have the Beast of Ill Omen Hex, it may still use that.
Holistic Healing
Your ability to heal people's wounds is *almost* magical.
The Heal skill is much more useful thanks to your supernatural means. By spending one minute and the contents of a Healing Kit, you may make a Heal check (with the usual bonus for using a kit). Your target regains lost hit points equal to your skill check result. You may take 10 or spend 20 minutes to take 20 on the check.
Alternatively, you may divide the check by 10 (round down) and heal that many points of Ability Damage, or divide the check by 20 (round down) and heal that many points of Ability Drain. You may also attempt to neutralise poison with a DC equal to the Save DC of the Poison, or cure a disease with a DC equal to the Save DC of the Disease.
Infestation
Your victims are useful to you: in death, they burst into new clusters of minions.
Any time you kill a creature by using a spell, the corpse erupts into crawling bugs. This prevents them from being Raised, and also results in you having a Spider Swarm under your control. It lasts for a number of rounds equal to the hit dice the creature had at the time of its death.
If your Witch level is 12 or higher, you may instead create a Hellwasp Swarm.
Malady
You can easily spread a variety of minor afflictions that leave them poorly.
With a Standard Action at will, you may force a target within Close Range to pass a Fortitude Save. If they fail, they contract the equivalent of "the sniffles" or hayfever until they next sleep, providing a -2 Penalty to Armour Class and Fortitude Saves and a -5 Penalty on Stealth and Perception checks. Additionally, the constant watering of their eyes results in all of their attacks suffering a 20% Miss Chance.
This has no effect if used again on someone already suffering from this hex.
Swords to Serpents
How can they fight you when even their own blades are traitors?
Once per day per Witch level, you may enchant a weapon within Medium Range. If it is wielded, the wielder makes a Fortitude Save on its behalf. Otherwise, it succeeds automatically. The weapon turns into a Viper of appropriate size (a One-Handed weapon for a Medium creature is a Small Viper. Scale up or down accordingly), loyal to you, for a number of rounds equal to your Witch level. It benefits from any ongoing magical effects (for instance, a +3 Flaming weapon would be a snake with a +3 Enhancement Bonus and +1d6 Fire damage to its Bite), and its Bite attack is treated as the same material as the weapon itself. It does not gain any special use-activated abilities the weapon had. The snake has a Base Attack Bonus equal to your Witch Level.
Vile Digestion
One man's poison is... your delicious medicine.
You are not only immune to ingested poisons and ingested diseases, you gain nourishment from them. You may benefit from any of the following upon consuming such a thing: Cure Moderate Wounds, Barkskin, Bull's Strength, Bear's Endurance, Enlarge Person, Expeditious Retreat, Greater Magic Fang, Longstrider. The Caster Level equals your Witch level, and you can only benefit from one of these ongoing effects at a time, no matter how much arsenic you eat.
Vitreous Ammunition
You don't hold to ancient traditions: you shoot people with magic. And bullets.
Your blood can form into magic bullets, seeping into firearms to blast enemies. The bullets deal damage as normal, as Acid damage. This does not take an action, so you needn't reload your weapon when doing this, however you suffer 1d3 points of damage every time. If the gun would suffer a mishap from firing, you may instead use additional blood to fuel it, suffering 1 point of Constitution Damage. You may also apply an Enhancement Bonus to the ammunition, with a total bonus no higher than your level divided by four (round up). Every time you do so, you suffer additional damage equal to the Enhancement Bonus.
New Major Hexes
Cauldron of Oozes
Although it takes time, you can mix just the right ingredients to make a monster.
Requirements: Cauldron
With sufficient work and ingredients, you can use your cauldron to make an Ooze. The creature must have a Challenge Rating lower than your Witch level, and for every hit die of the creature, you must sacrifice one hit die worth of living creatures and 250GP worth of materials. The process takes a number of hours equal to the Challenge Rating of the creature, and once finished, you can pour the Ooze out and set it loose, but it is not innately under your control.
Cauldron of Restoration
Whatever it is bubbling away in that pot, the fact is it's good for people.
Requirements: Cauldron
By submerging a recent corpse (dead no longer than 1 day per Witch level) in your cauldron for 24 hours, you may subject it to a Raise Dead effect. Doing so costs 500GP worth of herbs and strange berries. Alternatively, by submerging a living creature in your cauldron (up to neck-height) for 4 hours and using 50GP worth of ingredients, you may subject them to a Restoration or Regenerate effect.
Disenchanting Curse
For good or for ill, you can be the bane of magic. Probably for ill.
A number of times per day equal to half your level plus three, you may cast Disjunction as a Spell-Like Ability. Unlike normal, this does not destroy magic items, it merely automatically ends ongoing magical effects as though successfully Dispelled.
Friend of the Wild
Nature is your friend. With a little effort, you can make it play nice with your other friends, too.
You gain the Animal Companion and Wild Empathy abilities of a Druid, as if your Witch levels were Druid levels.
Monstrous Vegetation
When it comes to fruit and vegetables, you are perhaps the master of transformation.
You gain the ability to create the following specific items, regardless of the usual requirements such as Caster Level, Race, Hexes Known, Spells Known or Feats: Instant Pumpkin Carriage, Apple of Eternal Sleep, Witch Carrot, Alluring Golden Apple, Holly Wreath Band, Treeform Cloak, Seer's Tea, Snapleaf, Padma Blossom, Kapre Cigar, Mushroom Vest, Wasp Nest of Summoning.
Doing so still requires the usual amount of time and creation costs. Those that merely resemble a plant are, when created via this hex, made from actual plants, the expensive magical components actually serving to preserve it so it lasts beyond its normal lifespan.
Additionally, three times per day you may use a Full Round Action to warp a simple plant (not a creature of the Plant type), changing it into one of the following monsters for one minute per Witch level: Assassin Vine, Canopy Creeper, Giant Flytrap, Jack-o-Lantern, Tendriculos, Viper Vine, Weedwhip.
Such creatures are loyal to you and will follow basic instructions. You cannot transform a plant into a creature with a Challenge Rating equal to or greater than your Witch level.
Queen of Shadows
The plane of shadows serves as a very good source for your power, and you bring more of it into other worlds too...
For a number of minutes per day equal to your Witch level, you may turn into a Greater Shadow. This need not be in one consecutive duration, however each use lasts for at least one minute. You are unable to cast Spells, use magic items or use Hexes (other than this one) while in Greater Shadow form - effectively, your character sheet is completely replaced with the monster entry of a Greater Shadow, except with this Hex, your alignment and basic personality (modified as it may be by altered mental Ability Scores). Three times per day, you may Summon a group of 2d4 Shadows, each with a Base Attack Bonus equal to your Witch level, with a duration of 1 minute per Witch level. Summoning them is a Supernatural Ability that takes a Full Round Action, and transforming is a Supernatural Ability that takes a Swift Action.
Terrible Plague
Wherever you go, you like to share. Typically you share typhoid and small pox.
Three times per day, you may unleash a dreadful plague with a Standard Action. You may target one creature per Witch level, within Medium Range, and they must all make a Fortitude Save. Those that fail contract a disease - you select the disease, but they must all gain the same one. Your choices are: Blinding Sickness, Bog Rot, Brainworms, Bubonic Plague, Cackle Fever, Malaria, Mindfire, Shakes, Slimy Doom or Tetanus. The Frequency changes to 1/minute, the Onset is skipped, and they can potentially spread it to others merely by being adjacent to them, although the adjacent creature is allowed a save of its own.
The Save DC is normal for a Witch Hex, not for the disease.
Walker of Dreams
You stride through people's dreams to learn about them as they sleep, even to alter their minds and memories.
You may cast Dreamsight and Dreamguard three times each per day as Spell-Like Abilities. Furthermore, once per day you may enter the dreams of a sleeping creature as a Supernatural Ability - they are allowed a Will Save, and if they fail, they are unaware as you enter. You may then, for the duration of their sleep, explore the Dreamscape and view all surroundings. You may communicate with them as normal, although upon waking up they will assume you were part of the dream (as much as they remember, anyway). You may also communicate with other creatures in the dream, however as they are creations of the dreamer's mind, they do not hold any knowledge the dreamer doesn't know.
You may shape the events and landscape by interacting with them (such as attacking creatures or convincing them to take actions, or actually constructing objects), or by exerting your influence - this requires you to succeed at an opposed Charisma check each time. By manipulating events, you may undo mental trauma or ongoing [Fear] effects, dig up forgotten memories, or cause fear and trauma, duplicating the effects of a Nightmare spell. By altering their interactions, you may make a Diplomacy or Intimidate check to influence their attitude on behalf of another creature.
If the subject dies in the dream, they immediately awaken, but are Shaken for the next hour. If you die in their dream, the effect ends and you withdraw from their dreams, suffering 3d6 Non-lethal damage.
Items and spells used in the dreamscape are not spent upon stepping out, but items gained in the dreamscape are lost - they are not real. You may, however, specifically place an item within the dream, at which point the item will constantly appear in their dreams until removed. If they die before the item is removed from their dreams, it is lost to the Astral Plane.
Grand Hexes
Alter Disease
At first you spread tuberculosis. Then suddenly it's dysentery, and before you know it everyone has devil chills.
With a Swift Action at will, you may target a creature suffering from a disease and force them to attempt a Fortitude Save. If they fail, you may change the disease to a different one - any disease from the Pathfinder rules (and, if used by your DM, various supplements and third-party products). They instantly take the effects, skipping the Onset, and if they had successfully saved at all and made their way partway to recovery, this is now reset as they have an entirely different infection to fight off.
Cauldron of Eternity
You made the deadliest potion of all in that cauldron, and now it holds your soul.
Requirements: Cauldron
You may perform the rites needed to become a Lich. You need not create a phylactery, as your cauldron itself functions as one. In order to power the necromantic magic, you must sacrifice one sentient living creature inside it each year.
Curse of Blind Panic
Screaming and running is dangerous at the best of times, but when you can't see?
Three times per day, you may use a Standard Action to hex a group of creatures, up to one per Witch level, all within Close Range. They must all pass a Will Save against a [Mind-Affecting] [Fear] effect. Failure results in them being rendered Blind and Panicking, for one minute per Witch level you possess. Should any of them move within 10' of another creature, the other creature must then save or contract the condition - and can then spread it further.
Living Nightmare
Perhaps you have delved too long into the dreams of others. Your link and similarity to hags has forever tainted you, and you are so very nearly one of them.
You instantly gain the Nightmare Creature template, becoming a Nightmare Lord.
Night Terror
When you step into the darkness, the world becomes a much scarier place for everyone.
Requirements: Queen of Shadows
Once per day, you may transform into a Nightwalker. This lasts until the sun rises next or until you dismiss it, and you completely replace your character sheet with the monster entry, retaining none of your old abilities, spells or equipment. If slain, your body reverts to normal, albeit dead. When you make this transformation, your familiar transforms into a loyal Nightskitter, again completely replacing its statistics with the monster entry.
Additional Feats for the Witch
Baleful Cantrip
You can afflict and warp people in small, annoying ways.
Prerequisites: able to cast Witch Spells
Benefit: as long as you have a Transmutation spell prepared and uncast, you have an additional Cantrip-like effect available: with a Melee Touch Attack at will, you can put a minor transformative curse on a target, causing their appearance to be slightly older, scarred, gnarled or pock-marked, and applying a penalty to Strength or Dexterity (your choice) for one minute. The penalty equals the highest level Transmutation spell you have prepared and uncast. Spell Resistance applies, but there is no saving throw. This is considered a Transmutation spell.
Bewitching Apothecary [Multiclass]
You mix the best potions together, with one weird trick!
Prerequisites: Hex Class Feature, Swift Alchemy Class Feature
Benefit: Your Alchemist levels count as Witch levels for the purpose of your Caster Level (but not Spells Known, Spells per Day and so on) and any level-dependent effects of Hexes (including the Save DC, but not including the number gained). Your Witch levels count as Alchemist levels for the purpose of the Bomb class feature, the effective Caster Level of your Extracts, and any level-dependent effects of your Discoveries.
Bewitching Hunter [Multiclass]
Lurking in the woods, you hunt the targets you curse
Prerequisites: Hex Class Feature, Hunter's Bond (Animal Companion) Class Feature
Benefit: your Ranger levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Hexes. You may choose to, instead of knowing any Ranger Spells, gain extra Witch Spells per Day - for every first level Ranger Spell you would be able to cast, you instead gain a bonus first level Witch Spell Slot, and so on. Your Witch levels count as Ranger levels for the purpose of the Animal Companion, gaining Combat Style Feats, and Favoured Enemies.
Bewitching Inspiration [Multiclass]
You are an enchanting, magical inspiration to those around you.
Prerequisites: Hex Class Feature, Bardic Performance Class Feature
Benefit: your Bard levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Hexes. Your Witch levels count as Bard levels for the purpose of your Bard Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of Bardic Performances (but not new ones gained).
Special: instead of each adding to the others' Caster Level but nothing else, you may elect to have no Spellcasting ability in one class, but treat all of its levels as levels in the other for all Spellcasting purposes - losing all Witch Casting but treating your Witch levels as Bard levels for all Spellcasting purposes, or vice versa.
Bewitching Marksman [Multiclass]
With one hand you throw hexes, with the other you shoot people.
Prerequisites: Hex Class Feature, Grit Class Feature
Benefit: your Gunslinger levels count as Witch levels for the purpose of your Caster Level (but not Spells Known, Spells per Day and so on) and the level-dependent effects of your Hexes. Your Witch levels count as Gunslinger levels for the purposes of Deeds gained, and you may use your Intelligence Bonus to determine your Grit instead of your Wisdom Bonus if you so wish.
Bewitching Occultist [Multiclass]
Your powers are not just from your patron - a strange magical energy lurks within you.
Prerequisites: Hex Class Feature, one of the following Bloodlines: Accursed, Fey, Impossible, Shadow, Verdant
Benefit: your Witch levels count as Sorcerer levels for the purpose of Sorcerer Caster Level (but not Spells per Day or Spells Known with the exception of Bloodline Spells), and all Bloodline abilities. Your Sorcerer levels count as Witch levels for the purpose of Witch Caster Level (but not Spells per Day or Spells Known, with the exception of Patron Spells) and the level-dependent effects of Hexes. Your Patron Spells and Bloodline Spells can be cast from either spell list, allowing you to still cast higher level Bloodline Spells even if you neglect your Sorcerer levels, by casting them as Witch spells.
Bewitching Saviour [Multiclass]
Witches are not necessarily evil - some are great beacons of hope.
Prerequisites: Hex Class Feature, Smite Evil Class Feature
Benefit: your Paladin levels count as Witch levels for the purpose of Witch Caster Level (but not Spells Known or Spells per Day) and the level-dependent effects of Hexes. Your Witch levels count as Paladin levels for the purpose of Smite Evil (both the bonus and the uses per day) and Auras (both those gained and level-dependent effects). You do not get the ability to cast Paladin spells (and if you already have that ability, you lose it), instead adding the Paladin Spell List to your Witch Spell List.
Bewitching Skinchanger [Multiclass]
Lurking in the woods, your form is ever changing.
Prerequisites: Hex Class Feature, Wild Shape Class Feature
Benefit: your Druid levels count as Witch levels for the purpose of your Witch Caster Level (but not Spells Known or Spells per Day) and the level-dependent effects of Hexes. Your Witch levels count as Druid levels for all purposes of Wild Shape and the Animal Companion (if you possess that feature).
Dire Curse
When you curse people, they're cursed good and proper
Prerequisites: Evil Eye Hex or Beast of Ill Omen Hex
Benefit: any time you use a Spell or Hex to bestow a penalty on someone, including penalties as the result of conditions (such as the penalty to Attack rolls from being Shaken), the penalties are all increased by 1, or by 2 if your Witch Level is 10 or greater. If you have access to the Delicious Fright Hex, your Morale Bonus increases by the same amount when using it.
Festering Spell [Meta-Magic]
You can cast spells that infect people with their vile magic
Prerequisites: ability to cast second-level Spells
Benefit: a spell cast as a Festering Spell resists healing - as long as the subject has any damage remaining after taking damage from it, they do not benefit from Fast Healing, and gain Spell Resistance (10 plus the Caster Level) against all spells that restore hit points. The target must also save against contracting Red Ache (at the normal Save DC for the disease).
A Festering Spell uses up a Spell Slot two levels higher than normal. If cast by a Witch with the Infected Wounds Hex, it only takes up a Spell Slot one level higher than normal, and the Save DC for Red Ache is 10 + half her Witch level + her Intelligence Bonus.
Hex Bullet
You can literally shoot curses into people through your ammunition
Prerequisites: Bewitching Marksman
Benefit: by spending one point of Grit before firing, you may imbue spell energy into a bullet you fire, including Vitreous Ammunition. The spell imbued must be one that can be removed by Remove Curse or Break Enchantment, and you must cast the spell as part of firing, typically requiring a Standard Action to do so. If it hits, the target is affected by the spell as normal, with saving throws as normal, but no Spell Resistance - the bullet (or blood) has already pierced their defences and the magic is attacking them from within.
Rolling a Misfire on this causes the firer to instead be afflicted by the spell (with a saving throw and Spell Resistance as normal), but in doing so does not damage the gun.
Hex Focus
One of your hexes is stronger than normal, working beyond your expectations
Prerequisites: Hex Class Feature
Benefit: select one of your Hexes. This can be a Major or Grand Hex. Treat your Witch level as two higher when using this Hex - for all level-dependent effects such as Save DC, Duration and so on.
Special: you may select this Feat multiple times, each time choosing a different Hex to improve.
Sickening Transformation
People are horrified when you turn things into other things
Prerequisites: Disguise Hex
Benefit: any time you use a Transmutation spell to change a subject's form, you may make it sickening to them, disturbing their body. They must pass a Fortitude Save (DC 10 + half your Witch level + your Intelligence Bonus) or be Sickened for 1 minute. Whenever you change your own form with a Transmutation spell, you may make it a hideous transformation that makes others ill - anyone within line of sight must make a Will Save (DC 10 + half your Witch level + your Intelligence Bonus) or be Sickened for 1 minute.
Silken Wrappings
Your magical hair can wrap around you as a form of protection
Prerequisites: Prehensile Hair Hex or White-Haired Witch Archetype
Benefit: with a Standard Action, you may wrap your extended hair around your body as a form of protection. While it remains in this form, it cannot be used to attack or to manipulate objects, but it grants you an Armour Bonus equal to your Intelligence Bonus. Unwrapping it to use for other purposes is a Swift Action.
Special: a White-Haired Witch with this Feat increases the Bonus by +1 at level five, and every five levels thereafter
Swamplung
You were practically born in a mire. You take to it like a natural.
Prerequisites: Swamp Hag Hex
Benefit: you are able to see through murky water as though it were perfectly clear, and can speak in any water without penalty, allowing you to cast spells with Verbal Components. You do not contract diseases from exposure to swamps and other unclean water.
Swampcasting
Your spellcasting is actually improved by fens and bogs, not hindered.
Prerequisites: Swamplung, Swamp Hag Hex
Benefit: you can cast spells completely unhindered underwater, or even in thick mud, without interfering with your Somatic or Verbal Components. If you are not merely underwater, but actually in slime or thick, murky water, you gain a +2 Bonus to the Caster Level of any spells cast.
Veiled Spell [Meta-Magic]
People don't know it when you cast spells - until affected
Prerequisites: ability to cast Cantrips, Orisons or First Level Spells
Benefit: the Verbal and Somatic Components of a Veiled Spell are muted or woven into everyday actions - you still need to be able to speak (for Verbal Components) or move freely (for Somatic Components), but people do not realise you are casting a spell unless they defeat your Bluff Check with a Sense Motive check. You gain a bonus to this roll equal to the Spell Level. Any obvious effects still occur, and if the spell projects something from you or changes your form, people might be able to guess you are the caster.
This does not alter the Spell Level of the spell.
Wicked Familiar
The loyal creature by your side is more monstrous than normal
Prerequisites: Witch's Familiar
Benefit: your Familiar physically changes - you don't lose your current one and gain a new one, it just turns into a new one, keeping its old personality and the link to the Patron. Your choices depend on your Witch level:
Any: Celestial or Fiendish version of existing animal
3: Dire Bat, Dire Rat, Giant Spider, Pseudodragon, Sprite
5: Dire Weasel, Dire Wolf, Imp, Mephit (Any), Mockingfey, Quasit, Shadowdrake
7: Cacodaemon, Hell Hound, Ogre Spider, Winter Wolf
9: Glacier Toad
11: Abyssal Wolf, Remorhaz
Your Familiar now has a Base Attack Bonus equal to your Witch level, and has Hit Points equal to your own Hit Points.
Special: every time you gain a new level, you may change the familiar to a new type.
Mythic Witch Feats
Mythic Disease
When you afflict people with diseases, they quickly spread pandemics
Prerequisites: Mythic Rank 2
Benefit: any disease you spread in any way is more potent: add your Mythic Rank to the Save DC and to the number of successful saves they must make to be cured. Additionally, you may spend a Mythic Point to skip the Onset time completely.
Mythic Hair
You crush foolish enemies, simply with your deadly hair
Prerequisites: Mythic Rank 1, Prehensile Hair Hex or White-Haired Witch
Benefit: while your hair is extended and active, you may shape it into a weapon with a Swift Action at will. It can be any melee weapon with which you are proficient, sized one Size Category greater than you (so a Medium Witch could create a weapon sized for a Large creature, for instance). It still has the same reach your hair normally has. The weapon has an Enhancement Bonus to attack and damage rolls equal to your Mythic Rank (which also bypasses Damage Reduction overcome by Magic, and is able to potentially hit Incorporeal creatures, albeit with the 50% Miss Chance most magic weapons have).
If your Mythic Rank is 3 or higher, the weapon may have an additional 5 feet of Reach, and may be another Size Category larger. If your Mythic Rank is 5 or higher, the reach can extend by another 5 feet and the weapon can be yet another size larger.
Additionally, when using your hair to Grapple foes, it gains the Constrict ability, dealing a number of d6 of damage equal to your Mythic Rank, plus its Strength Bonus.
Mythic Toxins
You are the master of poisons, killing all with them
Prerequisites: Mythic Rank 3
Benefit: whenever you utilise Poison - whether through alchemy, natural secretion or magic, your Mythic Rank is added to the Save DC. Additionally, by spending a Mythic Point, you may ignore a creature's immunity to Poison - they must still save and can be affected as though they lacked the immunity.
Mythic Transformation
Turning things into other things is a second nature to you
Prerequisites: Mythic Rank 1, ability to cast Transmutation spells
Benefit: any time you change a living creature's form with a spell or Hex, you may choose to either increase or reduce the target's ability scores (on top of any changes already made by the effect). All ability scores are affected, gaining a Bonus or Penalty (your choice) equal to your Mythic Rank.
By spending a Mythic Point, you may double the duration of a Transmutation spell or a Hex that changes a creature's form. By spending two Mythic Points, you may make it last "until the sun next sets or rises".
Supreme Curse Bringer
Your specialty lies within bestowing dreadful curses upon others
Prerequisites: Mythic Rank 3, ability to cast Bestow Curse, Evil Eye Hex
Benefit: whenever you cast Bestow Curse (including any Lesser or Greater variants), you may either cast it with a Range of "Touch", in which case there is no Saving Throw and you add your Mythic Rank as a bonus to penetrate Spell Resistance, or you may cast it with a Range of "Medium", with a Saving Throw as normal. If you choose either of the numeric penalties for the effect, the penalty increases by an amount equal to your Mythic Rank.
Magic Items for the Witch
Dried Frog Totem
Aura: Moderate Transmutation
Caster Level: 10
A small frog, flattened and dried out, is threaded with a simple piece of string. The magical process used in its creation - the frog was not a frog to begin with - still lingers, so as long as it is held in one hand, it improves any Transmutation spells cast by the holder at other creatures. Such spells gain a +4 bonus to the Caster Level, and grant the target Spell Resistance 25 against spells that undo the transformative effects.
Market Price: 8,000GP
Construction Requirements: Craft Wondrous Item, Baleful Polymorph
Cost: 4,000GP
Festering Robes
Aura: Moderate Necromancy and Abjuration
Caster Level: 11
This set of leather rags shifts and squirms with all the crawling maggots inside it. Each time it is donned, the wearer must pass a DC 16 Fortitude Save or be Nauseated for one minute and Sickened for one hour. While worn, it is treated as regular clothing, but provides a +4 Armour Bonus to Armour Class. It also grants a +4 Competence Bonus on Fortitude Saves against Disease.
Additionally, any time someone hits the wearer with a melee weapon, natural weapon or unarmed strike, or performs a melee combat manoeuvre against them, the wearer may use an Immediate Action to afflict them with a Fleshworm Infestation effect and a Fester effect.
Additionally, once per day the wearer may cast Pox Pustules. The Caster Level for all of these effects is 11, and the Save DC for any effect is 20. A Witch that wears this instead uses her own Caster Level (if better) and the Save DC for her Hexes (if better).
Market Price: 32,000GP
Construction Requirements: Craft Magic Arms and Armour, Fester, Fleshworm Infestation, Mage Armour, Pox Pustules
Cost: 16,000GP
Hag Eye
Aura: Major Conjuration, Minor Divination and Enchantment
Caster Level: 15
This appears to be the actual eye of a Nighthag or a similar creature, and is usually sealed in a jar of embalming fluid. Every morning, someone with it may spend ten minutes "attuning" to it, at which point nobody else may attune to it for the rest of the day - similarly, they may not attune to more than one in the same day. For the duration, they are treated as having the Walker of Dreams hex. If they already possess this hex, they may cast the Spell-Like Abilities five times each per day and may enter dreams twice per day.
Market Price: 36,000GP
Construction Requirements: Craft Wondrous Item, Walker of Dreams hex
Cost: 18,000GP
Hex Rod
Aura: Moderate Transmutation (Standard), Major Transmutation (Greater)
Caster Level: 8 (Standard), 13 (Greater)
Three times per day, the wielder of this rod may empower a Hex they actively use - ongoing effects gain no benefit, but anything that requires an action to use benefits from the following: the use does not count against a daily limit of uses, and the Witch level is treated as 2 higher for all intents and purposes. The Greater Hex Rod also applies these benefits to Greater Hexes.
Market Price: 12,000GP (Standard), 22,000GP (Greater)
Construction Requirements: Craft Rod, any Hex, Greater Hex (Greater)
Cost: 6,000GP (Standard), 11,000GP (Greater)
Instant Gingerbread Cottage
Aura: Minor Creation
Caster Level: 7
Appearing as a small piece of gingerbread at first, this reveals its power when thrown to the ground. At that point, it grows in size and complexity, and sprouts icing and sweets. This functions as a Secure Shelter effect, except the building is permanently created, albeit completely edible. It resists weather just fine, however it will inevitably be eaten by wildlife or annoying children at some point.
Market Price: 750GP
Construction Requirements: Craft Wondrous Item, Heroes' Feast, Secure Shelter
Cost: 375GP
Instant Pumpkin Carriage
Aura: Minor Transmutation and Conjuration
Caster Level: 6
At first, this appears to be a simple pumpkin. However, with a command word it may be hurled to the ground, at which point it grows into a full-size carriage (albeit one that looks and smells like a pumpkin), attached to a pair of horses (as though created by the Mount spell. This lasts until midnight or a horse is slain, at which point the effect ends and you are left with a completely ordinary (if edible) pumpkin. Anything inside the carriage is harmlessly ejected, landing prone.
Market Price: 500GP
Construction Requirements: Craft Wondrous Item, Communal Mount, Fabricate
Cost: 250GP
Jar of Wasps
Aura: Moderate Conjuration
Caster Level: 9
This is indeed a jar full of wasps - dead or alive, it hardly matters. When the jar is opened, requiring a Standard Action, the insects are unleashed, summoning more and more - far beyond the number contained in the jar. This creates an Insect Plague effect, however the Swarms bypass Damage Reduction and Hardness as a Magic Adamantine weapon. The Save DC for Distraction and Poison is 17.
The Caster Level is 9, and when the effect ends, the item is rendered useless.
Market Price: 3,600GP
Construction Requirements: Craft Wondrous Item; Insect Plague or Cloak of Wasps
Cost: 1,800GP
Mirror of Answers
Aura: Major Divination
Caster Level: 16
This full-length mirror, while hard to transport, is incredibly valuable for its powers of divination: twice per day, it may be used to cast Contact Other Plane with a Caster Level of 16, but with no risk of detrimental effects - the mirror itself filters the harsh otherworldly thoughts through. Furthermore, if the answer to any given question is a specific creature, place or object, the viewer may end the effect to instead Scry on the target (with a Save DC of 25). There is one unfortunate side effect to this mirror: it always looks back, and there is always the sensation of being watched when in the same room. While within line of sight of the mirror, anyone subject to a Scrying effect takes a -4 penalty on the saving throw.
Market Price: 60,000GP
Construction Requirements: Craft Wondrous Item, Scrying, Contact Other Plane
Cost: 30,000GP
Monster Skull
Aura: Major Necromancy
Caster Level: 13
This massive skull is indeed that of a large monster, and is big enough to be worn as a helmet - which is exactly how it must be worn in order to provide its effects. While it is worn, Mindless Undead treat the wearer as one of their own, not attacking unless provoked or ordered to. Furthermore, all Necromancy spells with a non-Permanent, non-Concentration, non-Instantaneous duration are automatically Extended without using a higher-level spell slot. The wearer may also, once per day, convert a prepared spell slot of 6th level or higher into Create Undead. If a 9th level spell slot is converted, it instead functions as Create Greater Undead.
Market Price: 48,000GP
Construction Requirements: Craft Magic Arms and Armour, Death Knell, Ghostly Disguise
Cost: 24,000GP
Needle of Eternal Slumber
Aura: Major Enchantment
Caster Level: 15
This needle is fairly long, and can be wielded as a +1 Dagger that deals only Piercing damage. Its use, however, is not for dealing damage, but for causing people to fall asleep. Anyone jabbed by it must succeed on a Will Save (DC 17 + the wielder's Charisma Bonus) or instantly fall asleep with a duration of one hundred years. Succeeding on the save renders them immune to further jabs by that needle until the sun next sets.
Once asleep, they will cease to age, will not hunger or thirst, and any poisons or diseases pause. Other creatures may attempt to rouse them, allowing them an additional attempt to break free with a saving throw (same DC). Any time they fail the save, no further attempts to wake them will succeed until the next sunrise.
This supernatural sleep can be countered by a Remove Curse or Break Enchantment effect.
Market Price: 45,000GP
Construction Requirements: Craft Magic Arms and Armour, Deep Slumber
Cost: 22,500GP
Nighthag Stone
Aura: Major Necromancy [Evil]
Caster Level: 16
The bearer of this vile stone gains a +2 Resistance Bonus to all saving throws, as well as the ability to cast the following spells at will: Detect Evil, Detect Good, Detect Law, Detect Chaos, Detect Magic, Ray of Enfeeblement, Invisibility, Deep Slumber, Magic Missile. Additionally, once each per day they may cast Soul Bind and Etherealness.
The Caster Level is 16 and any Save DC is 18 plus the user's Intelligence Bonus. Should the stone be destroyed, the bearer is instantly Stunned for 1d4 rounds with no saving throw as the evil otherworldly energy bursts forth, leaving the plane via their body.
Market Price: 70,000GP
Construction Requirements: Craft Wondrous Item, Soul Bind, Etherealness, Augury
Cost: 35,000GP
Witch Carrot
Aura: Minor Illusion and Necromancy
Caster Level: 5
This carrot, with a piece of string threaded through a hole in it, looks old and nonmagical. The magic only comes into play when it is worn on the face over the nose, using the same item slot as goggles or lenses. It then provides a +10 Bonus to Disguise checks, and allows the wearer to once per day activate a Gaze attack with a Free Action. This Gaze attack produces a [Fear] effect, with a Will Save (DC 10 + half the wearer's character level + the wearer's Charisma Bonus) to negate. A failed save results in targets being Frightened for 1d4 rounds.
Market Price: 4,000GP
Construction Requirements: Craft Wondrous Item, Disguise Self, Cause Fear
Cost: 2,000GP
Witch Archetypes
Alienist
The least accessible of the gods are not those that are merely malign, or even dead. The least accessible are those that are completely alien, mad by our standards. And yet some witches contact them nevertheless, and find them to be all too sane and easy to understand.
Hexes: if anyone were to actually sit and record the various hexes available to Witches, they would discover that for whatever reason, Alienists know fewer than others. She gains a Hex at levels 1, 4 and 8, a Greater Hex at levels 10 and 14, and a Grand Hex at level 20.
Bonus Spells: the Alienist adds the following Spells to the list granted by their Patron (via the Familiar): Entropic Shield (1st level), Hypnotic Pattern (2nd level), Blink (3rd level), Dream (4th level), Nightmare (5th level), Shadow Walk (6th level), Prismatic Spray (7th level), Greater Planar Binding (8th level), Interplanetary Teleport (9th level).
Otherworldly Mutation: over time, the Alienist slowly transforms into something monstrous and ill-fitting with the Material Plane. At level six, she gains a +4 Bonus to Disguise and Escape Artist checks and a 50% chance to negate any Critical Hit or Precision Damage, as her flesh becomes amorphous and malleable. On the downside, any time she suffers Bleed Damage, that damage is increased by 1 point. At level 12, she gains a +4 Natural Armour Bonus (or a +4 Enhancement Bonus to existing Natural Armour), and immunity to [Mind Affecting] effects, but takes a -4 Penalty to all Bluff, Diplomacy, Perform and Sense Motive checks. At level 18, her type changes to Aberration, she gains complete Immunity to Critical Hits and Precision Damage, and she increases her natural reach by five feet as her limbs lengthen in an eerie manner. She also gains the ability to cast Weird once per day as a Spell-Like Ability, with a Save DC of 20 + her Intelligence Bonus. This is treated as a Grand Hex for all intents and purposes (such as benefiting from Feats).
Farspawn Familiar: as the Alienist gains levels, her familiar becomes more monstrous and bizarre. At level 2, it receives a +2 Bonus to its Strength, Dexterity and Constitution, and becomes immune to [Mind-Affecting] effects.
At level 6, it becomes immune to Critical Hits and Precision Damage.
At level 12, it grows a pair of tendrils that allow it to make two Tentacle Slam attacks (dealing 1d3 damage for a Tiny creature), reaching out to 5 feet and carrying the Slimy Doom disease.
At level 16, it gains the ability to cast Fear as a Spell-Like Ability once per day, with a Save DC equal to 10 + half its owner's Witch level + its owner's Intelligence Bonus. It also constantly benefits from a Globe of Invulnerability, except for spells cast by its owner.
Fey Witch
Not all witches draw their power from fiendish gods. Some draw their power from the mysterious beings known as fae. This does not make them nicer or friendlier or less likely to cause harm, of course.
Skill Points: the Fey Witch gains 6 + Int skill points per level
Patron: the Fey Witch does not have a Patron, gaining her powers from faerie magic instead of from a pact with an Outside force.
Familiar: the Fey Witch does not gain a Familiar.
Hexes: the Fey Witch has fewer Hexes, benefiting instead from specific fey powers (see below). She gains a Hex at levels 1, 4 and 8. She gains a Greater Hex at levels 10 and 14. She gains a Grand Hex at level 20.
Fae Court (Ex): at first level, the Fey Witch must decide whether she belongs to the Seelie (Summer) or Unseelie (Winter) Court. This determines the various abilities gained, which are considered Hexes for the purpose of Feats and similar: at first level, regardless of the Court, she gains a +3 Bonus on Saving Throws against [Mind-Affecting] effects.
At level 2, she gains Cold Resistance 5 (if Unseelie) or Fire Resistance 5 (if Seelie), and a +2 Bonus on Saving Throws against [Lawful] effects.
At level 6, she gains the Slippery Mind class feature (as a Rogue). Additionally, if Seelie she can cast Create Food and Water three times per day as a Spell-Like Ability (creating sweet wine instead of water, and all food created is sweet), and if Unseelie can cast Rage as a Spell-Like Ability three times per day, with a Save DC of 10 + half her Witch level + her Intelligence Bonus.
At level 12, she gains a 30' Swim Speed (and the usual attendant benefits), Low-Light Vision, and the ability to cast Disguise Self at will.
At level 16, she gains the ability to turn Invisible with a Free Action, functioning as Improved Invisibility for one minute. She may use this ability a number of times per day equal to her Witch level. Additionally a Seelie Witch may cast Geas once per day as a Spell-Like Ability, and an Unseelie Witch may cast Insanity once per day as a Spell-Like Ability. The Save DC is 10 + half her Witch level + her Intelligence Bonus.
At level 18, she gains the ability to cast Fairy Form (any version) as a Spell-Like Ability at will.
Courtly Summons (Ex): the Fey Witch may spontaneously convert any prepared spell into a Summon Monster spell of equal or lower level. When doing this, she is restricted to the following choices:
Summon Monster I: Sprite
Summon Monster II: Brownie
Summon Monster III: Lyrakien (Seelie - cannot cast Commune) Pooka (Unseelie)
Summon Monster IV: Pixie (Seelie), Shae (Unseelie), Mephit (any)
Summon Monster V: Unicorn (Seelie), Chaos Beast (Unseelie), Invisible Stalker
Summon Monster VI: Lillend (Seelie), Winter Hag (Unseelie - with staff)
Summon Monster VII: Treant (Seelie), Shokie (Unseelie)
Summon Monster VIII: Nereid, Nuckelavee
Summon Monster IX: The Black Rider (Seelie), Morrigna (Unseelie), Alraune
When she prepares and casts the spells normally, she may choose from the above options or use the standard options, whichever she prefers.
Hex Blade
There are those who dish out curses and violence in equal measures, feeling that it's best to proactively cause bad luck for people by harming them with sharp objects. This seems to work out fairly well.
Base Attack Bonus: the Hex Blade has a Good Base Attack Bonus
Hit Die: the Hex Blade has a d8 hit die
Spellcasting: the Hex Blade's dedication to combat has a significant drawback in regards to spellcasting ability: although she continues to use the Spell List of the Witch (including the Patron), she only has the Spells Per Day and Spells Known of a Bard (not including Bonus Spells from the Patron).
Patron: the Hex Blade does not have a Patron in the conventional sense, or at least, doesn't gain the usual benefits. She receives no extra spells from her patron.
Familiar: at first level, the Hex Blade doesn't get a normal familiar. Instead, she draws upon some manner of dark and eerie power. She may choose whether to get a monstrous warbeast, a fiendish steed, a phantasmal creature of shadow, or a possessing entity. If she chooses a warbeast, she gains the Familiar as normal (without bonus spells), but receives Wicked Familiar as a Bonus Feat. If she chooses a steed, she gains the ability to Summon a Fiendish Horse (with saddle) once per day as a Spell-Like Ability. It lasts until dismissed or slain. If she chooses a creature of shadow, she gains a Familiar as normal (without bonus spells), and the Haunting Familiar Hex. If she is possessed, she receives Low-Light Vision, Darkvision 60' and the ability to see through even magical darkness, as well as a +2 Insight Bonus on Perception checks.
At level 5, the benefits improve. A warbeast increases its Strength and Dexterity scores by 4 each, and can Share Spells out to Medium Range. A steed becomes a Fiendish Heavy Combat Trained Horse (with saddle and Chainmail Barding), and can be Summoned with a Swift Action. If she has a creature of shadow, it gains a Melee Touch Attack that deals 1d6 Cold damage, plus half its owner's Witch Level. This ignores the restriction on being unable to affect the world physically. If she is possessed, she gains Fire and Electricity Resistance 5, and the ability to cast Detect Good as a Spell-Like Ability at will.
At level 9, it improves again. A phantasmal creature can use its Touch Attack as a Ranged Touch Attack out to 30 feet. A warbeast can constantly See Invisible and gains a +3 Bonus to Natural Armour. A steed becomes any one of the following: Megaraptor, Brown Bear, Fiendish Dire Boar, Advanced Giant Dire Abyssal Frog, Fiendish Rhinoceros. Possession grants constant Telepathy out to 50 feet, and a +4 Insight Bonus to Perception checks and to Saving Throws against effects from the school of Divination.
At level 13, the benefit increases once more. A warbeast may shift its Size Category one larger (in which case its Strength increases by +4, its Natural Armour increases by +1, and its Dexterity decreases by 2) or smaller (in which case its Dexterity increases by +4 and its Strength decreases by 2). Additionally, the following creatures are added to the list of options: Leukodaemon, Babau (+2 hit dice), Succubus, Vrock, Barbazu (+4 hit dice), Erinyes, Gladiatrix Devil, Osyluth, Tormentor Devil, Hound of Tindalos, Evangelist Kyton (+2 hit dice), Ostiarius Kyton (+4 hit dice), Common Rakshasa, Marai Rakshasa, Noble Salamander. A Shadow Companion grants its Penalty to all foes within 15 feet, not just Adjacent ones, and can cast Darkness, Dancing Lights, Faerie Fire and Silent Image once each per day (Save DC 10 + half the owner's Witch Level + her Intelligence Bonus). A steed may be a Dire Tiger, Dire Crocodile, Mythical Lion, Wyvern, Advanced Nightmare or Fiendish Dire Bear. Alternatively it may be from the previous list, growing wings and gaining a Fly Speed of 50' (Average) and the ability to transport itself and its rider and possessions via Planeshift once per day. If possessed, the Witch gains the ability to cast Teleport Without Error and Planeshift once each per day, but only transporting herself and up to 50lbs of equipment. Additionally, her bonus to Perception increases to +6 and the two Resistances increase to 10.
At level 17, the final benefit occurs. The penalty bestowed by a shadow companion's aura increases to -4, and its Ranged Touch Attack Slows a target for 3 rounds if they fail a Fortitude Save (DC 19 + the owner's Intelligence Bonus). A steed can cast the travel version of Gate once per day, has maximum hit points, can share spells (as a familiar) with its rider, and will always appear with +3 Full Plate Barding (which disappears if removed). Possession increases the Perception Bonus to +8, the Fire and Electricity Resistances 15, and allows the Hex Blade to cast Dominate Monster once per day (Save DC 19 + her Intelligence Bonus). A warbeast can share spells at a distance of up to one mile, and may be possessed by the owner at will.
Swift Hex (Su): at x the Hex Blade may once per day activate a Hex with a Swift Action. This can only apply to Hexes that require a Standard, Move-Equivalent or Full Round Action to activate. This may apply to Greater or Grand Hexes. At levels x she gains an additional daily use.
Accursed Blade (Su): starting at level x, any time the Hex Blade successfully hits an opponent with a melee weapon, that opponent suffers a -3 Penalty on the Saving Throws against her Hexes, including Greater or Grand Hexes. Multiple hits do not increase the penalty, and it lasts until the end of the Hex Blade's next turn.
(Good BAB, just a few hexes, hex-channelling, limited spellcasting, familiar can be a combat monster or resilient mount or ghost or something)
Twenty Witch Plots
Plots for Witch characters:
- Ever since a black cat started talking to you and offering advice, people near you have been attacked by weird monsters every single week.
- Various plagues have afflicted the area, and the locals are all too happy to start pointing fingers. And torches and pitchforks.
- Your Patron actually wants you to temporarily change to a different Patron, apparently as part of some shell-game to confuse angry gods, or something. Good luck convincing another Patron of this - and do you even want to return when the time is right?
- You are certain that it is in fact a Cleric - apparently of a good deity - that is causing the local plagues and curses. But how can you convince people of this and cure them despite their suspicions?
- A demonic entity assures you that he is a demon prince in hiding - formerly a powerful god - and that if you can help him retain power by worshiping him and accepting him as your Patron, then he will soon be back in charge and will reward you beyond your imagination.
- Children constantly try to splash you with water, thinking you will dissolve, or attempt to push you into your own oven, even though you have never meant any ill-will towards them. Until now, perhaps.
- Via your familiar, your patron is beginning to make more and more outlandish demands of you. You're beginning to wonder if it's just your familiar.
- You have been called in to arbitrate a feud in the woods, something that has already turned out very bad for the resident circle of druids: the trolls and the fairies are now at war with one another, and it's affecting the animals, travellers and everyone else.
- The item you seek does not exist within the real world, but inside someone's dreams. You need to find out who, and then make your way inside so as to extract the item.
- One awakened pumpkin has gone on the rampage, and seems determined to foil everything you do - as well as seeking out ingredients to perform its own alchemy and potion-brewing. It seems the cauldron wishes to transform itself into a deadly blight upon the land.
Plots for Witch adversaries:
- The rules are very clear, the evil witch that was captured must be burned or drowned. The problem is she's immune to fire and can breathe underwater.
- Your adventures leave you lost and hungry in a swamp, but you soon find a little cottage (gingerbread optional) with a nice lady running it. It may as well have "TRAP" painted on the roof in blood.
- The witch in the woods swears innocence regarding the young people who vanish, only to later be found necromantically slain. She does detect as good, too, but it seems like such an easy answer!
- A witch decided for no apparent reason to run about putting curses on people. You can either solve it the old-fashioned way, or find out why she suddenly feels the need to do this.
- Witchery only started recently in the area, and yet those that have rocked up claim to be tenth generation witches, learning the secrets that were passed down along bloodlines. Could they be time-travellers that are teaching their own ancestors so as to eventually be taught by them?
- In order to stop the annoying goblins - who simply come back as zombies when slain - you must kill the witherer witch who leads them, but refuses to ever be seen even by his or her own kind.
- The nice old person who runs the potion store is selling things so cheap they couldn't possibly be turning a profit. On the other hand, even healing potions have evil auras, despite working exactly as advertised...
- The witch is dead, but the familiar escaped, retaining all of the spellcasting ability, and now empowered by the dark patron who is angrier than ever.
- You have been pursuing a cabal of witches who are probably the evildoers, it all seems to be pointing to them. But then again, evil powers are deceptive, and the town you reach is legitimately under the protection and aid of what appears to be a good witch. But then again again, witches are really good at illusions and trickery!
- The mayor has been turned into a newt. Will he get better?