Somebody paid me to write more stuff, and expressed interest in "Something with a casting mechanic like Kaelik's Spirit Shaman". We talked about stuff and settled on rewriting the Witch, which is a bit of a mess as it stands. Here is my first draft of the New Revised Witch, Now With Pathfinder Influence.
Incidentally if anybody can think of a way to make more of Bayonetta's things aside from the hair work, I'm all ears. Witch Time would be a pretty cool thing to include.
The Witch
Many fantasy settings have witches – they are a staple. Usually, they are evil and fly on broomsticks, cackling and cursing/poisoning the heroine into a coma or death. Sometimes they are good witches, given to undoing curses and ailments, blessing the lands, and providing a lot of useful knowledge. Sometimes they are just unmarried women who are too clever or uppity for their own good, living away from society deep in the woods. There are also the ones who are considered evil because they’re witches, but they don’t do evil deeds. There is a fair amount of room for what a Witch can do, while still fitting a theme.
The witch in Dungeons & Dragons is an arcane spellcaster with ties to nature, who is particularly effective at bestowing and removing afflictions – there is emphasis on Necromancy, Transmutation and Enchantment spells that you cast on other people to make life hard, but with a side order of Illusions, Abjurations that punish others for hurting her, Conjuring things that people don’t like and so on. They also have a number of abilities that rely on cauldrons, and then can use their Witch Boons to gain a variety of other abilities – allowing people to “build your own witch” that meets their own vision of a witch. Providing that vision is a full caster.
Hit Die: 1d6
Skill Points: 6 + Int
Class Skills: Appraise, Balance, Bluff, Concentration, Craft (Any), Decipher Script, Disguise, Gather Information, Handle Animal, Hide, Intimidate, Knowledge (Any), Listen, Move Silently, Ride, Sense Motive, Spellcraft, Spot, Swim, Use Magic Device
Level | BAB | Fort | Ref | Will | Special | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
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1 | +0 | +2 | +0 | +2 | Animal Talk, Spellcasting | 2 | - | - | - | - | - | - | - | -
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2 | +1 | +3 | +0 | +3 | Witch Boon | 3 | - | - | - | - | - | - | - | -
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3 | +1 | +3 | +1 | +3 | Brew Potion, Resist Nature’s Lure | 4 | 2 | - | - | - | - | - | - | -
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4 | +2 | +4 | +1 | +4 | Witch Boon | 4 | 3 | - | - | - | - | - | - | -
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5 | +2 | +4 | +1 | +4 | - | 4 | 3 | 2 | - | - | - | - | - | -
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6 | +3 | +5 | +2 | +5 | Witch Boon | 4 | 3 | 3 | - | - | - | - | - | -
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7 | +3 | +5 | +2 | +5 | Mass Brewing | 4 | 3 | 3 | 2 | - | - | - | - | -
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8 | +4 | +6 | +2 | +6 | Witch Boon | 4 | 3 | 3 | 3 | - | - | - | - | -
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9 | +4 | +6 | +3 | +6 | Cauldron Scrying | 4 | 3 | 3 | 3 | 2 | - | - | - | -
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10 | +5 | +7 | +3 | +7 | Witch Boon | 4 | 4 | 3 | 3 | 3 | - | - | - | -
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11 | +5 | +7 | +3 | +7 | - | 4 | 4 | 3 | 3 | 3 | 2 | - | - | -
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12 | +6/+1 | +8 | +4 | +8 | Witch Boon | 4 | 4 | 4 | 3 | 3 | 3 | - | - | -
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13 | +6/+1 | +8 | +4 | +8 | - | 4 | 4 | 4 | 3 | 3 | 3 | 2 | - | -
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14 | +7/+2 | +9 | +4 | +9 | Witch Boon | 4 | 4 | 4 | 4 | 3 | 3 | 3 | - | -
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15 | +7/+2 | +9 | +5 | +9 | - | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2 | -
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16 | +8/+3 | +10 | +5 | +10 | Witch Boon | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | -
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17 | +8/+3 | +10 | +5 | +10 | Elixir of Youth | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 2
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18 | +9/+4 | +11 | +6 | +11 | Witch Boon | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 3
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19 | +9/+4 | +11 | +6 | +11 | Elixir of Life and Death | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4
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20 | +10/+5 | +12 | +6 | +12 | Witch Boon | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5
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Weapon and Armour Proficiencies: the Witch is proficient only with Simple Weapons. She is not proficient with any form of Armour or Shields, and suffers Arcane Spell Failure if she is not proficient with the armour or shield she is using.
Animal Talk (Ex): a Witch can improve the attitude of an animal (or indeed, worsen it if she so pleases). She may use the Handle Animal skill to communicate with them as though using Bluff, Diplomacy, Gather Information or Intimidate with intelligent Humanoid creatures. Furthermore, instead of making a creature friendlier to herself, she may instead make it unfriendly towards others – a roll of 10 + the creature’s hit dice being enough to make it Unfriendly (and likely to lash out if approached), and 25 + the creature’s hit dice being enough to make it Hostile (and likely to hunt them down and pick fights) towards the given target. In this case, it must be able to see or smell the target, or she must present it with something that smells strongly of them, such as hair, recently worn clothing, or a severed limb.
Spellcasting: the Witch casts Arcane spells drawn from the Witch list (shown below), and only drawn from this list – she is unable to gain spells from other lists by means such as “Attune Domain”, with the exception of any Witch Boon that adds spells to her list. Each Spell Level also includes a section for "If Mister Cavern feels like including Pathfinder material" that can also be safely ignored otherwise. Once between each two sunsets, she may perform her own personal rites and think about witchcraft in a way suitable to her own viewpoints for an hour. During this process, the player selects daily spells known from the Witch list according to the table above. She then “knows” those spells and has access to them, able to spontaneously cast those spells at will until she changes her selection. The other spells are still on her class list, thus she can use items without having to prepare the spells as known for the day.
The ability score a witch uses for spellcasting is her Intelligence, and it determines the Save DC for all spells but does not grant bonus spells – use the table above and nothing extra.
Using Meta-Magic does not increase the time it takes for a Witch to cast a spell.
The Witch suffers from a special limitation to her magic: if a spell has a duration other than Instantaneous or Permanent, then casting it again before the previous duration expires instantly causes the prior duration to end.
Witch Boon: at every even level, the Witch gains a special Boon. She selects one from the list below, and provided she meets all the requirements for it, she gains the ability described.
Resist Nature’s Lure (Ex): upon reaching level three, the Witch gains a +4 Bonus to all Saving Throws against the Spell-Like Abilities of Fey creatures.
Brew Potion (Su): when using a cauldron, a third-level Witch may brew potions of her spells. Each day she may spend a full hour brewing a potion, casting the spell as part of the process, and at the end of it she has created a potion, regardless of Spell Level. The potion lasts until the next sunrise, at which point it turns into water, but on the plus side, she need not spend money or experience points (unless the actual spell requires it to cast).
Mass Brewing (Su): upon reaching level seven, the Witch may make a number of potions when brewing them from her cauldron. If she creates two potions, they cannot be the highest level Spell available to her and they are made at a Caster Level of her own minus two. Alternatively she may create four, at two Spell Levels lower than the highest available and -4 to the Caster Level, or she may create as many as eight, at three Spell Levels lower than the highest available and -6 to the Caster Level. The one Spell is chosen (along with any variables), and it all requires the one hour.
Cauldron Scrying (Sp): once per day, the ninth-level Witch may use a cauldron full of liquid to cast Greater Scrying with a Casting Time of one hour, a Caster Level equal to her Witch level, and a Save DC of 10 + half her character level + her Intelligence Bonus.
Elixir of Youth (Su): upon reaching level seventeen, the Witch is able to brew a special elixir. This requires constant churning and mixing, with various ingredients added at various times, in a process lasting from sunset to sunrise. When it is complete, it creates enough for a single dose – anybody who consumes it who is older than an Adult has their age wound back to early Adulthood for an entire season, with further doses merely adding another season each time. After it ends, they revert back to their true age (which can result in sudden death if they use this to extend their lifespan then forget their medicine or walk into an Anti-Magic Field). This negates the changes to physical ability scores.
Elixir of Life and Death (Su): at level nineteen, the Witch learns how to make the most potent of potions. This requires constant churning and mixing, with various ingredients added at various times, in a process lasting from sunset to sunrise. When complete, it creates a single dose of this potent brew, which must be consumed before the next sunset or it will lose all potency and become stagnant water. If force-fed to the dead or Undead within this timeframe, they return to life with no level loss, full regeneration of limbs, and no lasting problems. If given to the living in this time, they benefit from a
Heal, Break Enchantment, Dispel Evil, Greater Restoration and
Regeneration effect. Alternatively, she may silently curse it with a Free Action, upon which it becomes a deadly poison if consumed before the time expires. The Save DC is 20 plus her Intelligence Bonus, with a failed save resulting in instant death – a creature immune to [Death] effects instead suffering 2d6 points of Constitution damage on every round for one minute.
Witch Boons
Alternate Forms (Harmless Animal/Humanoid)
With a Standard Action at will, the Witch may transform herself into a Humanoid form – though it is a physical change and not an illusion, it only functions as a disguise and does not change her abilities. She may only take on the form of a specific individual if she first takes some part of that person, even their hair, and boils it in her cauldron for an hour before consuming some of the resulting liquid. She may also transform into a Mouse/Rat, Frog/Toad or Rabbit. She retains her normal hit points and personality, but other than that, her entire character sheet is replaced by the creature entry. In either form, she may use a Swift Action to change back to her natural form. Changing forms is a Supernatural Ability.
Monstrous Forms
Requirements: Alternate Forms, level 6
The Witch gains access to an array of new forms available to her. Twice per day, she may transform into an Ogre, a Troll, an Ogre-Mage, any kind of Hag (aside from Nighthag) or a Dog, Wolf, Bat, Badger, Shark, Viper, Constrictor, Crocodile, Bear, Horse, Pony, Lizard, Wolverine, Dire Toad, or Eel. However, she can only take the form of a creature if her level is at least two higher than its Challenge Rating. Aside from her hit points and personality, this works via complete character sheet replacement. Changing back is still a Swift Action, or if she runs out of time – transformation only lasts for one hour per two levels.
Truly Monstrous Forms
Requirements: Monstrous Forms, level 10
The Witch gains access to additional forms, drawing from the same uses per day as Monstrous Forms, which increases to three times per day. She may now become any Dire Animal, an Assassin Vine, a Greenvise, a Briarvex, a Hill Giant, a Stone Giant, a Frost Giant, a Fire Giant, a Cloud Giant or a Storm Giant. The previous Challenge Rating limit remains.
Bibbity Bobbity Boo
Requirements: level 12
Once per day, the Witch may cast Animate Objects as a Spell-Like Ability. If cast on plants (not creatures of the Plant Type), they may grow up to Colossal Size while affected by this, and have their shapes changed somewhat – typical examples include turning pumpkins into carriages, flowers into mops, cabbages into horses and apples into huts. This lasts until the next “corner of the day” - Sunset, Midnight, Sunrise, Midday.
Brew Oozes
Requirements: level 4
The Witch may create creatures of the Ooze type that have an Intelligence score less than three, providing her level is at least two higher than its Challenge Rating. The resulting creature is not innately loyal to her, but also won’t particularly pick a fight with her – many Oozes will sit there or go wandering in search of something edible, and she can always just point them out in a direction to follow, or leave enough disposable things lying around for them to eat in order to guard (and partially consume) her house. Creating an Ooze requires letting her cauldron bubble away for a number of days equal to the Challenge Rating (though she only has to stop by and stire or heat it once per twelve hours), with ingredients that work out to the cost of the Challenge Rating times 1,000 GP. Even then, by gradually adding chunks of corpses, she can offset the cost at the rate of one Medium corpse per 1,000 GP.
Curse of Living Death
Requirements: level 14
Once per day as a Supernatural Ability the Witch may place a curse upon an item – either to afflict the next person other than her who handles the item, or naming a specific individual and it will only afflict that person when they handle it. At either rate, if the target fails a Fortitude Save (DC 10 + half her level + her Wisdom Bonus), they fall into an “eternal” slumber, as though through a Temporal Stasis spell. Aside from the usual means of removing this effect, the Witch must specify some form of contingency that is possible, however unlikely. If the contingency is met, the effect ends, however it is brought to the Witches’ attention.
Delayed Magic
Whenever the Witch casts a spell that affects a single target, she may choose to delay the effects for up to one day per level. The length of delay is chosen at the time of casting, and cannot be altered afterwards. When the delay ends, all effects take place suddenly as though just cast then – including the beginning of the duration.
Evil Eye
With a Swift Action at will, the Witch may target an enemy within Close Range that she can see – even if they have Concealment. The target must make a Will Save (DC 10 + half her level + her Wisdom Bonus) or be Shaken for as long as they can see the Witch. If already Shaken they become Frightened, and if already Frightened they Cower. This Supernatural Ability is a [Mind-Affecting] [Fear] effect, and cannot be used twice against the same creature in the same day.
Evil Gaze
Requirements: Evil Eye
Although not a true Gaze ability, the Witch can still affect more people at once. She may use her Evil Eye ability to affect all within a 50’ Cone, still using a Swift Action to activate, and everyone in the area attempting to save (and they still cannot be targeted twice in the same day, whether normally or via this area attack). Those in the area may elect to avert their eyes as with a normal Gaze attack – they lose their Dexterity Bonus to AC for one round, but are allowed a Reflex Save (same DC) which, if passed, provides immunity to the effects.
Familiar
The Witch gains a Familiar, almost exactly like a Wizard does. She uses her Witch level to determine its abilities. She may select more powerful animals as though she had the Improved Familiar feat, providing the creature is still (before the transformation for being a Familiar) of the Animal or Vermin type – for instance, a third-level Witch could take a King Cobra or a second-level one could take a Small Monstrous Centipede. Additionally, she may take a Swarm if high enough level – a Spider Swarm at level four, a Bat or Rat Swarm at level six, a Locust Swarm at level eight, a Bone Rat or Centipede Swarm at level ten, a Swamp Strider, Corpse Rat or Ephemeral Swarm at level twelve, a Needletooth, Dread Bloom or Bloodmote Cloud Swarm at level fourteen, a Shimmerling or Hellwasp Swarm at level sixteen, or a Brood Keeper Larva Swarm at level twenty.
If the Familair dies or is released, the Witch is Stunned for one round (with no saving throw) and then Staggered for one round after that, but suffers no other ill side effects. She may summon another at the next Full Moon.
Spooky Familiar
Requirements: Familiar
The Witches’ Familiar is particularly eerie. Each turn, it may make a Demoralise attempt on behalf of the Witch, using her own skill ranks, feats and ability scores. Additionally, any creature other than the Witch that shares its space or is in an adjacent square suffers a -2 Morale Penalty on Attack Rolls, Skill Checks, Damage Rolls and Armour Class.
Flight
Requirements: level 6
The Witch can Fly, as the Spell, at will. This is a Supernatural Ability that requires she use some form of object for flight – broomsticks are a popular choice, but it could just as easily be a rug, a bathtub or a saddle that has no horse. In order to use an object for flight, she must first bond with it by spending at least a full day no further than thirty feet away from it, and in doing so severs the bonds of flight with any other object. When flying on such an object, she may be required to make Ride checks (or Balance if she prefers, at the same DC) for anything that would require someone on horseback to do so.
Forms of Mist and Mud
Requirements: level 6
Three times per day, the Witch may turn herself into a cloud of mist, fog or swamp vapours, duplicating a Gaseous Form spell, with a Caster Level equal to her own level.
Three times per day, she may turn herself into a pool of viscous mud, duplicating an Amorphous Form spell, with a Caster Level equal to her own level.
Either transformation is a Spell-Like Ability.
Friend of Creepy Crawlies
The Witch may use her Animal Talk ability to converse with Vermin, even Swarms. Additionally, they innately see her as more of their own kind and will not attack her unless provoked, or ordered to (such as a Familiar or Animal Companion by their master, or a Summoned creature). Magical Beasts that are Vermin creatures “with a template applied that turns them into a Magical Beast” count as Vermin for this, as do Ankhegs, Bebiliths and Formians.
Summon Creepy Crawlies
Requirements: Friend of Creepy Crawlies
When casting a Summon Nature’s Ally Spell, the Witch may select any of the following creatures from the Summon Monster Spells of equivalent level, albeit without the planar Templates: Giant Bee, Giant Fire Beetle, Giant Bombadier Beetle, Giant Stag Beetle, Giant Wasp, Giant Praying Mantis, Monstrous Centipede (any size), Monstrous Spider (any size), Monstrous Scorpion (any size).
Green Thumb
The Witch may use her Animal Talk ability to converse with creatures of the Plant Type, and is never harmed, slowed or inconvenienced by naturally occurring plants (such as regular briar patches, but not the vines of an Entangle Spell). Furthermore, all regular plants grow particularly healthy and resilient within a mile of her, avoiding any blights, droughts or bushfires of the region, and grow especially large and bountiful within a hundred feet. This requires her to spend at least one phase of the moon in the area, so is typically noticed when staying roughly in the one location.
Rise of the Triffids (requires Green Thumb)
Requirements: Green Thumb
The Witch may summon a Twig Blight with Summon Nature’s Ally I, a Needlefolk with Summon Nature’s Ally II, an Assassin Vine or Wortling with Summon Nature’s Ally III, a Wood Woad with Summon Nature’s Ally IV, a Dread Blossom Swarm with Summon Nature’s Ally VI, a Treeant with Summon Nature’s Ally VIII or a Battle Briar or Greenvise with Summon Nature’s Ally IX. As normal, it may use higher level spells to summon multiple creatures.
Hag Laughter
Requirements: level 8
With a Full Round Action at will, the Witch may break into a bout of terrifying laughter. All creatures within thirty feet that are able to hear her must attempt a Will Save (DC 10 + half her level + her Wisdom Bonus) or suffer 1d6 points of Wisdom damage and be afflicted with Cackle Fever. The daily Save DC is the same as the initial Save DC for this ability.
Once this Supernatural Ability is used on a creature, whether successfully or not, they are immune to further attempts for the rest of the day.
Witch Cackle
Requirements: Hag Laughter
With a Full Round Action once per day, the Witch may descend into maddening cackling. All creatures within earshot that are suffering from Cackle Fever (whether from her Laughter or another source) must pass a Will Save (DC 10 + half her level + her Wisdom Bonus) or suffer 1d6 points of Intelligence, Wisdom and Charisma damage and be subject to Tasha’s Hideous Laughter for one round per level of the Witch. This is a Supernatural Ability.
Hag Hair
At will, the Witch may grow her hair out and control it to function somewhat like an extra limb. It can reach out to 10 feet, plus another 5 feet per 3 levels (to a maximum of 40 feet at level 18), and can be used as a rope affected by Animate Rope, or a natural Slam attack (1d6 damage for a Medium creature). In either case, it uses her Intelligence score in place of its Strength score and her Caster Level in place of her Base Attack Bonus. Additionally, when making a Full Defense action, it grants her a Shield Bonus to AC equal to her Intelligence Bonus.
Having hair is not a Supernatural Ability, but growing it beyond its normal length and animating it is.
Hag’s Offence
The Witch grows hard, gnarled nails that grant two Natural Claw attacks at 1d4 damage for a Medium creature. Additionally, her teeth grow into sharp, crooked fangs that allow a Secondary Natural Bite attack that deals 1d6 damage if Medium. In a turn in which both claws hit, she may Rend the target for another 2d4 points of damage, plus one and a half times her Strength Bonus. These are treated as Magic Weapons with an Enhancement Bonus equal to her level divided by three (round up). The natural weapons are indeed natural, but the magical enhancement is Supernatural.
Infection
Requirements: Hag’s Offence
The Claw attacks of the Witch carry Filth Fever, and the Bite carries Demon Fever. A creature can indeed be afflicted by both at once. In both cases, the natural weapon must deal at least one point of damage, and the Save DC (both initial and recurring) is 10 + half her level + her Wisdom Bonus. Any given creature need only save against each disease once per round, no matter how many attacks hit.
Hands of a Healer
The following spells are added to the class list for the Witch: Cure Light Wounds (first), Cure Moderate Wounds (second), Cure Serious Wounds (third), Cure Critical Wounds (fourth), Heal (seventh)
Hidden Foe
The Witch is Immune to Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Thoughts and Telepathy. Additionally, she may add her Intelligence Bonus to Bluff and Disguise checks in place of her Charisma Bonus.
Undetectable
Requirements: Hidden Foe
The Witch cannot be located by magic, other than by using spells such as See Invisibility or True Seeing to see her when she is Invisible – she cannot be located by Scrying, her disguises cannot be magically pierced (other than actual invisibility), contact cannot be made with her mind and so on.
Item Creation Feat
Select any one Item Creation Feat for which the Witch meets the requirements. She gains that as a Bonus Feat. Unlike most Boons, this may be taken multiple times, each time granting a different Iteam Creation Feat.
Magical Hut
Requirements: level 8
The Witch may summon an actual hut she can live in, as a Supernatural Ability. It is effectively a Huge Object, and may walk about on giant chicken legs or something like that, as an Animated Object, made of wood, with a Speed of 40 feet. If destroyed, she can summon another after the next New Moon. Additionally, it may grow edible candy around the outside which is delicious but tends to lure both ants and children – either one being equally annoying but also equally useful for a Witch. It does not have to grow candy if she doesn’t want that.
At level ten, it may be a Gargantuan object, still with a Speed of 40 feet, and at level thirteen it may grow to Colossal size, maintaining its Speed of 40 feet.
Mystic Herbology
Three times per day, the Witch may harvest an edible plant (typically fruit of some kind) or fungus and, with a Standard Action, infuse it with magic. It either becomes tainted with poison (DC 10 + half her level + her Wisdom Bonus), selecting any Ingested Poison or Drug that has a DC equal to or less than the actual Poison DC of this ability, or it bestows a Neutralise Poison effect, her choice. These items will last until consumed, or the next sunrise, whichever comes first. This is a Supernatural Ability.
Gaze of Poison
Requirements: Mystic Herbology
Once per day, the Witch may glare at a body of liquid, or a container, or a person who has containers of liquid on them, and subtly poison the liquids. This extends out to Line of Sight, but cannot taint more than one 5’ cube per level. Unattended non-magical liquid gets no save, Magical liquids are allowed a Will Save (DC 10 + half her level + her Wisdom Bonus) and the person holding an attended liquid may attempt a Will Save on its behalf. Such liquids still have their usual effects, but also carry the effects of an ingested poison, just like with Mystic Herbology, using the same means of determining the Save DC.
This Supernatural Ability cannot be used to target “the blood and saliva in someone”, but it’s probably fair to target “A Water Elemental”. Doing so doesn’t hurt the elemental but applies the poison to the first person who contacts it.
Onieromancy
The Witch gains the Dream Haunting ability of a Night Hag, however she may also step into a dream harmlessly, guarding it from intrusion and thus preventing effects such as Dream Haunting, Nightmare spells and similar. She also has the Dreamtelling ability (as the Feat in Heroes of Horror, page 122), and adds the following spells to her class list: Restful Slumber (level 1), Dream Walk (level 4), Manifest Desire (level 4), Manifest Nightmare (level 4), Dreaming Puppet (level 5), Dream Casting (level 6), Dream Sight (level 7). Finally, when casting spells in a Dreamscape or a Nightmare Realm, her spells function normally without a chance of mishap.
Purity
The Witch is immune to Poison and Disease, including magical ones, and is not even a carrier of diseases so cannot be a vector of contamination for others (though can still create these effects via Spells). Additionally, any time she brews a Potion, she may elect to have it also remove the Sickened and Nauseated conditions from the imbiber.
Aura of Purity
Requirements: Purity
The Purity ability of the Witch extends out to all creatures within ten feet from her, and also clears the air (or, if underwater, the water) in this area, negating dangerous gases such as Stinking Cloud, Acid Fog, Incendiary Cloud, Freezing Fog and Cloudkill. Fogs and mists that do not cause harm are unaffected by this.
Soul Stealer
If a creature dies while suffering from a Curse bestowed upon them by the Witch, their soul is trapped in their corpse (assuming one remains) until the next sunrise or subjected to any effect that would remove the Curse in question. Before then, if able to touch the corpse, she may spend a minute trapping it within a bottle or jar, and can then consume it at her leisure.
When doing so, she regains a number of lost Hit Points equal to the target’s Challenge Rating times ten, and heals Ability Damage or Drain equal to its Challenge Rating. Doing so also grants her knowledge of the victim’s personal history and important memories (but not skills, levels, feats etc.) and cures a single ailment that afflicts her.
Creatures cannot be brought back from the dead while their souls are trapped, and the Witch must be slain to free any souls she has eaten.
Stolen Words
Any time the Witch bestows a Curse onto a target, she may also steal their voice. They are rendered mute, unable to speak or sing (or use Verbal Components), and she may impersonate their voice perfectly. These effects last until the Curse is removed, however if the Witch is slain, it returns instantly.
Swamp Creature
The Witch gains the ability to see through fog, mist, miasma, mud, murky water, seaweed and so on. Furthermore, she gains a Swim Speed of 60 feet, becomes Amphibious, and her movement is never impeded by naturally occurring terrain underwater such as mud, silt, powerful currents or entangling plants.
Sympathetic Magic
When casting a Spell that targets an individual, if the Witch is holding a lock of their hair, a tooth, a piece of bone or a similar part of the target’s body, she counts as being in physical contact with the actual target and thus can affect them with Touch Spells from any range.
Spell List
First Level
Animate Fire, Animate Rope, Animate Water, Animate Wood, Beget Bogun, Bestow Curse I, Blood Wind, Breath of the Jungle, Cause Fear, Charm Person, Cloudburst, Command, Curse Water, Delay Disease, Enrage Animal, Faerie Fire, Karmic Aura, Magic Mouth, Message, Omen of Peril, Ray of Enfeeblement, Reaving Aura, Remove Curse I, Remove Fear, Rot of Ages, Sleep, Spirit Worm, Summon Nature’s Ally I, Wood Wose
*Pathfinder: Alchemical Tinkering, Beguiling Gift, Bungle, Dancing Darkness, Darting Duplicate, Delay Disease, Diagnose Disease, Discern Next of Kin, Obscure Poison, Poisoned Egg, Remove Sickness, Sow Thought
Second Level
Arcane Turmoil, Augury, Bestow Curse II, Binding Winds, Blackrot, Blindness/Deafness, Briar Web, Calm Emotions, Command Undead, Countermoon, Creeping Cold, Decomposition, Delay Poison, Desecrate, Earth Lock, Earthbind, Escalating Enfeeblement, False Life, Ghoul Glyph, Healing Sting, Hideous Laughter, Infernal Wound, Inky Cloud, Kelpstrand, Malevolent Miasma, Portal Alarm, Reduce Animal, Remove Curse II, Remove Paralysis, Speak With Animals, Summon Swarm, Touch of Idiocy, Warp Wood, Winter’s Embrace, Summon Nature’s Ally II
*Pathfinder: Anonymous Interaction, Aristocrat’s Nightmare, Beastspeak, Burdened Thoughts, Climbing Beanstalk, Commune With Birds, Lesser Curse Terrain, Disfiguring Touch, Disrupt Link, Dress Corpse, Fool’s Gold, Haunting Mists, Mad Hallucination, Mud Buddy, Passing Fancy, Pox Pustules
Third Level
Bestow Curse III, Charm Monster, Circle Dance, Contagious Fog, Corpse Candle, Creaking Cacophony, Crumble, Deep Slumber, Downdraft, Fear, Heatstroke, Hypothermia, Junglerazer, Karmic Backlash, Mind Poison, Plant Growth, Ray of Exhaustion, Remove Blindness/Deafness, Remove Curse III, Remove Disease, Reverse Arrows, Secret Page, Sepia Snake Sigil, Shrink Item, Sign of Sealing, Sink, Skull Watch, Spell Vulnerability, Summon Nature’s Ally III, Thornskin, Vine Mine, Weather Eye
*Pathfinder: Accept Affliction, Agonizing Rebuke, Aggravate Affliction, Assume Appearance, Blood Scent, Cackling Skull, Claim Identity, Garrulous Grin, Healing Thief, Insect Scouts, Isolate, Jealous Rage, Matchmaker, Plant Voice, Pocketful of Vipers, Rain of Frogs, Spellcurse
Fourth Level
Backlash, Bestow Curse IV, Blight, Bloodstar, Caustic Mire, Chain of Eyes, Command Plants, Confusion, Greater Creeping Cold, Finger of Agony, Horrid Sickness, Insect Plague, Know Vulnerabilities, Languor, Melf’s Slumber Arrows, Miasma of Entropy, Neutralise Poison, Nightmare Terrain, Phantasmal Killer, Poison, Poison Vines, Remove Curse IV, Summon Nature’s Ally IV, Unholy Blight, Wood Rot
*Pathfinder: Curse Terrain, Earsend, Enchantment Foil, False Future, Forgetful Slumber, Hunger for Flesh, Insect Spies, Mad Sultan’s Melody, Moonstruck, Named Bullet, They Know, Virulence
Fifth Level
Animal Growth, Awaken, Bestow Curse V, Crushing Despair, Dream, Echo Skull, Graymantle, Hidden Lodge, Illusory Feast, Jungle’s Rapture, Mass Contagion, Mirage Arcana, Panacea, Poison Thorns, Remove Curse V, Repel Vermin, Retributive Image, Swamp Stride, Symbol of Pain, Transmute Rock to Mud, Transmute Mud to Rock, Unhallow, Waves of Fatigue, Summon Nature’s Ally V, Symbol of Spell Loss, Wrack
*Pathfinder: Deceitful Veneer, Feast on Fear, Old Salt’s Curse, Pessimism, Plague Carrier, Poisonous Balm, Sleepwalking Suggestion, Slough
Sixth Level
Animate Objects, Bestow Curse VI, Cloak of the Sea, Greater Command, Commune With Nature, Mass Contagion, Drown, Enveloping Cocoon, Eyebite, Geas/Quest, Hide the Path, Karmic Retribution, Miasma, Ooze Puppet, Ray of Entropy, Remove Curse VI, Greater Sign of Sealing, Smoky Confinement, Spectral Touch, Stone to Flesh, Summon Nature’s Ally VI, Symbol of Fear, Tunnel Swallow, Wall of Thorns
*Pathfinder: Baleful Shadow Transmutation, Cloak of Dreams, Cruel Jaunt, Curse of the Outcast, Greater Curse Terrain, Dust Ward, Epidemic, Green Caress, Night Terrors, Overwhelming Poison, Phobia, Plague Storm, Swarm Skin, Symbol of Sealing, Unwilling Shield, Vengeful Outrage
Seventh Level
Animal Shapes, Animate Plants, Bestow Curse VII, Creeping Doom, Ghost Trap, Hiss of Sleep, Power Word: Stun, Remove Curse VII, Retributive Enervation, Shifting Sands, Slime Wave, Swamp Lung, Symbol of Insanity, Symbol of Stunning, Symbol of Weakness, Symphonic Nightmare, Waves of Exhaustion, Summon Nature’s Ally VII
*Pathfinder: Artificer’s Curse, Black Mark, Mass Hunger for Flesh, Greater Insect Spies, Pox of Rumours, Verminous Transformation, Vision of Doom
Eighth Level
Antipathy, Bestow Curse VIII, Control Undead, Horrid Wilting, Maddening Whispers, Maze, Mind of the Labyrinth, Red Tide, Remove Curse VIII, Shifting Paths, Summon Nature’s Ally VIII, Symbol of Death, Sympathy, Veil of Undeath
*Pathfinder: Curse of Night, Supreme Curse Terrain, False Resurrection, Frightful Aspect, Prediction of Failure, Symbol of Insanity
Ninth Level
Bestow Curse IX, Cast in Stone, Control Plants, Mass Drown, Eye of Power, Hindsight, Instant Refuge, Magic Miasma, Remove Curse IX, Shadow Landscape, Summon Nature’s Ally IX, Wail of the Banshee
*Pathfinder: Cursed Earth, Curse of Fell Seasons, Maze of Madness and Suffering, Scribe’s Binding, Soul Bind, Symbol of Strife, Symbol of Vulnerability