Witch
Cantrips
Eat Fire⤾FireManipulateTrigger You would take fire damage. You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until…
Trigger You would take fire damage.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall Unconscious, inhale, or exhale (this includes speaking).
Spell Effect: Eat Fire
Belch Smoke 1 You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a burst|distance:5 within 20 feet. All creatures within the smoke cloud are Concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Heightened (+3) The resistance increases by 5.
Needle Darts◆◆AttackConcentrateManipulateMetalYou shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell at…
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.
The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Critical Success The target takes double damage and (@item.level) bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
Join Pasts◆ManipulateMentalWith touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words…
With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid.
Heightened (+1) You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.
Void Warp◆◆ConcentrateManipulateVoidYou call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target…
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d4.
Shield◆ConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Spell Effect: Shield
Effect: Shield Immunity
Heightened (+2) The shield's Hardness increases by 5.
Rank 1
Enfeeble◆◆ConcentrateManipulateYou sap the target's strength, depending on its Fortitude save. Critical Success The target is unaffected. Success The target is Enfeebled…
You sap the target's strength, depending on its Fortitude save.
Critical Success The target is unaffected.
Success The target is Enfeebled 1 until the start of your next turn.
Failure The target is Enfeebled 2 for 1 minute.
Critical Failure The target is Enfeebled 3 for 1 minute.
Phantasmal Minion◆◆◆ConcentrateManipulateSummonYou summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral…
You summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.
Forced Mercy◆◆ConcentrateEmotionManipulateMentalYou soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living…
You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw.
Critical Success The creature is unaffected.
Success The creature is affected for 1 round.
Failure The creature is affected for 1d4 rounds.
Critical Failure The creature is affected for 1 minute.
Heightened (4th) The range increases to 100 feet, and you can target up to 8 creatures.
Rank 2
Blood Vendetta⤾CurseRequirements You can bleed. Trigger A creature deals piercing, slashing, or persistent bleed damage to you. You curse the target, punishing…
Requirements You can bleed.
Trigger A creature deals piercing, slashing, or persistent bleed damage to you.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Spell Effect: Blood Vendetta (Failure)
Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.
Final Sacrifice◆◆ConcentrateFireManipulateYou channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately sl…
You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it with a basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by bind undead, automatically fails and breaks the controlling effect.
Heightened (+1) The damage increases by 2d6.
Augury10 minutesConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).
The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Rank 3
Ghostly Weapon◆◆ConcentrateManipulateThe target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects o…
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the Ghost Touch property rune, meaning it is magical if it wasn't already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.
Spell Effect: Ghostly Weapon
Shadow Projectile⤾IllusionManipulateShadowVisualTrigger An ally within 20 feet of you makes a ranged attack roll. You create an illusory duplicate of your ally's ranged attack to confuse…
Trigger An ally within 20 feet of you makes a ranged attack roll.
You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.
Critical Success The creature is unaffected.
Success The creature is Off-Guard against the triggering attack.
Failure The creature is off-guard against the triggering attack and takes full damage from your illusory projectile.
Critical Failure As failure, but double damage.
Heightened (+2) The damage increases by 1d8.
Lotus Walk◆◆ConcentrateManipulatePlantWoodLotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can…
Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must Swim normally. As you Stride or Step on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can Dismiss this spell early.
Heightened (4th) The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you Dismiss the spell on you, whichever comes first.
Heightened (6th) The duration increases to 1 hour. Your trail is permanent even if you Dismiss the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell.
Rank 4
Confusion◆◆ConcentrateEmotionManipulateMentalYou befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can D…
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.
Critical Success The target is unaffected.
Success The target babbles incoherently and is Stunned 1.
Failure The target is Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is Confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.
Countless Eyes◆◆ConcentrateManipulateEyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's du…
Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject succeeds when Seeking, it critically succeeds instead.
Spell Effect: Countless Eyes
All 16 spells in this entry
Eat Fire⤾FireManipulateTrigger You would take fire damage. You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until…
Trigger You would take fire damage.
You consume and ingest fire, making it less harmful to you. You gain resistance 5 to fire damage until the end of the current turn. During the remaining duration of the spell, you can use the Belch Smoke action. The spell ends if you fall Unconscious, inhale, or exhale (this includes speaking).
Spell Effect: Eat Fire
Belch Smoke 1 You exhale what remains of the smoke, ending the spell and creating a smoke cloud in a burst|distance:5 within 20 feet. All creatures within the smoke cloud are Concealed, and all other creatures are concealed to them. The smoke lasts for 1 minute or until dispersed by a strong wind.
Heightened (+3) The resistance increases by 5.
Needle Darts◆◆AttackConcentrateManipulateMetalYou shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell at…
You shape three needles out of a piece of metal in your possession and send them flying in a tight group toward one target. Make a spell attack roll against your target's AC. The needles deal 3d4 piercing damage and might cause bleeding.
The needles impart any special properties of the metal that forms them; for instance, cold iron needles deal additional damage to creatures with weakness to cold iron. All the needles are made of the same metal, and the metal returns to you after the attack.
Critical Success The target takes double damage and (@item.level) bleed damage.
Success The target takes full damage.
Heightened (+1) You send one additional needle, increasing the regular damage by 1d4 and increasing the persistent bleed damage on a critical hit by 1.
Shield◆ConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Spell Effect: Shield
Effect: Shield Immunity
Heightened (+2) The shield's Hardness increases by 5.
Join Pasts◆ManipulateMentalWith touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words…
With touches to the targets' foreheads, you bring them into mental communion. The targets can share thoughts and experiences, but not words. When one target attempts to Recall Knowledge, the other can Aid the first target's skill check, using any Lore skill (even if that Lore wouldn't normally apply) without having made any preparations to Aid.
Heightened (+1) You can touch one additional target t include them in the spell's effects. Multiple targets can attempt checks to Aid the target who is attempting to Recall Knowledge.
Void Warp◆◆ConcentrateManipulateVoidYou call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target…
You call upon the Void to harm life force. The target takes 2d4 void damage with a basic Fortitude save. On a critical failure, the target is also Enfeebled 1 until the start of your next turn.
Heightened (+1) The damage increases by 1d4.
Forced Mercy◆◆ConcentrateEmotionManipulateMentalYou soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living…
You soften the target's blows, ensuring they avoid vital areas and cause no lasting harm. All physical damage dealt by the target to living creatures becomes nonlethal and all persistent bleed damage dealt by the target is reduced to 0. This effect doesn't incur the typical -2 circumstance penalty for nonlethal attacks with a lethal weapon or attack. An unwilling target must attempt a Will save. A willing target can choose to critically fail their saving throw.
Critical Success The creature is unaffected.
Success The creature is affected for 1 round.
Failure The creature is affected for 1d4 rounds.
Critical Failure The creature is affected for 1 minute.
Heightened (4th) The range increases to 100 feet, and you can target up to 8 creatures.
Phantasmal Minion◆◆◆ConcentrateManipulateSummonYou summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral…
You summon a Phantasmal Minion. The minion is roughly the shape of a humanoid. You can choose to have it be Invisible or have an ephemeral appearance, but it's obviously a magical effect, not a real creature.
Enfeeble◆◆ConcentrateManipulateYou sap the target's strength, depending on its Fortitude save. Critical Success The target is unaffected. Success The target is Enfeebled…
You sap the target's strength, depending on its Fortitude save.
Critical Success The target is unaffected.
Success The target is Enfeebled 1 until the start of your next turn.
Failure The target is Enfeebled 2 for 1 minute.
Critical Failure The target is Enfeebled 3 for 1 minute.
Blood Vendetta⤾CurseRequirements You can bleed. Trigger A creature deals piercing, slashing, or persistent bleed damage to you. You curse the target, punishing…
Requirements You can bleed.
Trigger A creature deals piercing, slashing, or persistent bleed damage to you.
You curse the target, punishing it for having the audacity to spill your blood. The target takes 2d6 persistent bleed damage and must attempt a Will save.
Critical Success The target is unaffected.
Success The target takes half the persistent bleed damage.
Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage. Spell Effect: Blood Vendetta (Failure)
Critical Failure As failure, but the target takes double the persistent bleed damage.
Heightened (+2) The persistent bleed damage increases by 2d6.
Final Sacrifice◆◆ConcentrateFireManipulateYou channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately sl…
You channel disruptive energies through the bond between you and your minion, causing it to violently explode. The target is immediately slain, and the explosion deals 6d6 fire damage to creatures within 20 feet of it with a basic Reflex save. If the target has the cold or water trait, the spell deals cold damage and has the cold trait instead of the fire trait. Attempting to cast this spell targeting a creature that you temporarily seized control of, such as an undead commanded by bind undead, automatically fails and breaks the controlling effect.
Heightened (+1) The damage increases by 2d6.
Augury10 minutesConcentrateManipulatePredictionYou gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell…
You gain a vague glimpse of the future. During the casting of this spell, ask about the results of a particular course of action. The spell can predict results up to 30 minutes into the future and reveal the GM's best guess among the following outcomes: good, bad, mixed (the results will be a mix of good and bad), and nothing (there won't be particularly good or bad results).
The GM rolls a secret DC 6 Flat. On a failure, the result is always "nothing." This makes it impossible to tell whether a "nothing" result is accurate. If anyone asks about the same topic as the first casting of augury during an additional casting, the GM uses the secret roll result from the first casting. If circumstances change, though, it's possible to get a different result.
Ghostly Weapon◆◆ConcentrateManipulateThe target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects o…
The target weapon becomes translucent and ghostly, and it can affect material and incorporeal creatures and objects. It gains the effects of the Ghost Touch property rune, meaning it is magical if it wasn't already, is especially effective against incorporeal creatures, and can be wielded by a corporeal or incorporeal creature.
Spell Effect: Ghostly Weapon
Shadow Projectile⤾IllusionManipulateShadowVisualTrigger An ally within 20 feet of you makes a ranged attack roll. You create an illusory duplicate of your ally's ranged attack to confuse…
Trigger An ally within 20 feet of you makes a ranged attack roll.
You create an illusory duplicate of your ally's ranged attack to confuse your opponents. You launch an illusory double of your ally's projectile or spell at the same target, leaving the enemy unsure which attack to avoid. The target takes 3d8 mental damage, depending on its Will save. Regardless of the result of its save, it's temporarily immune to shadow projectile spells for 1 hour.
Critical Success The creature is unaffected.
Success The creature is Off-Guard against the triggering attack.
Failure The creature is off-guard against the triggering attack and takes full damage from your illusory projectile.
Critical Failure As failure, but double damage.
Heightened (+2) The damage increases by 1d8.
Lotus Walk◆◆ConcentrateManipulatePlantWoodLotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can…
Lotuses, water lilies, and other watery plants bloom at your feet, allowing you to walk on the surface of water and other liquids. You can go underwater if you wish, but in that case, you must Swim normally. As you Stride or Step on water, you leave a trail of oversized lily pads, lotus leaves, or spatterdock that fill the squares' surfaces in your wake. Each square of this trail can withstand the weight of 1 Medium creature and lasts until the end of your next turn. You can Dismiss this spell early.
Heightened (4th) The duration of this spell increases to 10 minutes. The trail lasts until the spell ends or you Dismiss the spell on you, whichever comes first.
Heightened (6th) The duration increases to 1 hour. Your trail is permanent even if you Dismiss the spell on you, although if the water can't support such plants, they'll die in a week. The trail can be removed by dispel magic or a similar spell.
Confusion◆◆ConcentrateEmotionManipulateMentalYou befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can D…
You befuddle your target with strange impulses, causing it to act randomly. The effects are determined by the target's Will save. You can Dismiss the spell.
Critical Success The target is unaffected.
Success The target babbles incoherently and is Stunned 1.
Failure The target is Confused for 1 minute. It can attempt a new save at the end of each of its turns to end the confusion.
Critical Failure The target is Confused for 1 minute, with no save to end early.
Heightened (8th) You can target up to 10 creatures.
Countless Eyes◆◆ConcentrateManipulateEyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's du…
Eyes form across the touched creature's body, allowing it to see in all directions at once. The subject can't be flanked for the spell's duration. In addition, when the subject succeeds when Seeking, it critically succeeds instead.
Spell Effect: Countless Eyes