Witch

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Witches are weird arcane casters that get access to the entire druid spell list, and they have special witcheries that change based on what kind of witch they are, Iron, Mind, Sea, Wind, Winter, or Wood each with their own specialties and express their own inner power.

Role: Spell

Characteristics: Caster with limited casting and witcheries

Source: Arcana Evolved

Game Rule Information

The Witch has the following game statistics.

Abilities: Wisdom for casting, Dexterity is also recommended due to light armor, and Constitution is good for staying alive.

Alignment: Any

Hit Die: d6

Starting Gold: 2d4 x 10

Class Skills

The Witch's class skills are e Alchemy (Int), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Listen (Wis), Scry (Int), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha)

Skill Points at 1st Level: (4 + Int modifier) × 4

Skill Points at Each Additional Level: 4 + Int modifier

Class Features

All of the following are class features of the Witch.

Weapon and Armor Proficiency: A Witch is proficient with Witches are proficient with all simple weapons, light armor, and shields

Spells: Although spellcasting is not their primary focus— witchery is—witches still have access to simple spells. A witch may choose to ready any simple spell, provided he can cast spells of that level. He readies spells ahead of time, any of which he can cast up to the maximum number of spell slots available to him for each given level. To ready or cast a spell, a witch must have a Wisdom score of at least 10 + the spell’s level. The Difficulty Class for a saving throw against a witch’s spell is 10 +Caster Level. Bonus spells for witches are based on Wisdom. Witches never gain access to 9th- or 10th-level spells. Witch spells always have somatic, verbal, and material components. Thus, they face spell failure chances when wearing armor. A witch can choose to forgo the components, but his spells become more difficult to cast.

Material Components: A witch must use strange odds and ends called material components to focus the power of magic. These can include bits of a spider’s web, handfuls of dust, glass beads, the wing of a bat, and so on. If the witch has his component pouch (or “witchbag”) with him, assume he has any necessary components when he needs them. If he does not have his witchbag, the witch can attempt to use items around him to produce makeshift material components, assuming the player can convince the DM the material is appropriate. A scoop of dust from a bookshelf might be appropriate for gentle repose (sprinkled over the corpse), and a tindertwig might work for a fiery energy bolt. Material components are not specific to each spell but must simply have some logical connection with the effect. Without material components, double the casting time for all a witch’s spells. (So, spells with a casting time of one standard action would take a full round to cast.) Should the witch not use verbal and somatic components either, double the casting time again (don’t triple it). For example, a spell’s casting time of one standard action becomes 2 rounds when a witch uses no components. In this case, the entire spellcasting process becomes only a mental action. Spells cast without verbal or somatic components in this way—by witches only—are considered to have the psionic descriptor.

WitcheriesSp: A witch’s primary focus is the direct expression of his inner magical power. This is known as witchery. Witchery abilities at 1st class level depend on the witch’s type:

• Iron Witch: If attacked by a ranged or melee weapon containing iron, the iron witch gains a +1 luck bonus to Armor Class.

• Mind Witch: Mind witches who succumb to mind-affecting effects halve the duration of those effects.

• Sea Witch: Sea witches can breathe water up to 10 minutes per level, once per day.

• Wind Witch: Wind witches enjoy air resistance 20.

• Winter Witch: Winter witches have cold resistance 20.

• Wood Witch: If attacked by a ranged or melee weapon containing wood, the wood witch gains a +1 luck bonus to Armor Class.

At 1st level, the witch also gets another witchery ability based on his inner power’s manifestation type (which the character chooses at creation). The witch may select an additional witchery manifestation every five levels thereafter (at 5th, 10th, 15th, 20th, and 25th). Descriptions of each manifestation-based ability follow (see also the “Witchery Manifestations” table): Air Spirit: The wind witch can call upon a spirit of air to hold a creature or object aloft. The creature or object must weigh less than 20 lbs. per witch level. The air spirit can move its load up to 10 feet per round in any direction (including up), as commanded by the witch. Unwilling creatures can make a Fortitude saving throw to avoid being picked up (DC 10 + half the witch’s level + witch’s Wisdom modifier). Once picked up, a creature can attempt a grapple check or an Escape Artist check (DC 10 + half the witch’s level + witch’s Wisdom modifier) once per round to escape. The spirit lasts for a number of rounds equal to her witch level + her Wisdom bonus (if the witch has no bonus, add nothing). The witch can use this ability a number of times per day equal to her Wisdom bonus (if the witch has no bonus, she can use this ability once per week). It is a standard action to call upon the spirit and a move action to command it to move. The object or creature moved can never be more than 50 feet away from the witch.

Armor Song: The iron witch can sing a song that weaves a sheath of magical, weightless armor around himself. He can move freely and suffers no armor check, spell failure, or movement penalties. The armor adds to his Armor Class an armor bonus equal to his Wisdom modifier + an additional enhancement bonus equal to +1 per five witch levels. Singing an armor song is a full-round action, but the armor lasts until dispelled; it does not remain in place when the witch is asleep or unconscious.

Chill Spirit: The winter witch can cause a target to become shaken as a standard action. A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. The target must be within 50 feet and within line of sight. A Will saving throw (DC 10 + half the witch’s level + witch’s Wisdom modifier) negates the effect. Those failing their saves are affected for 1 round per witch level. At 10th level and above, the winter witch can use this ability to make creatures panicked rather than shaken, if she so chooses. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature suffers a –2 penalty on saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. The winter witch can use this ability a number of times per day equal to her Wisdom bonus + once per four levels of witch (if the witch has no bonus, she can use this ability once per week).

Far Voice: The wind witch can send a message in song to anyone known to her within 10 miles per witch level × her Wisdom bonus. (A witch with no Wisdom bonus should multiply by 1.) The message can be no more than one word per witch level in length. Line of sight is not required. The witch can use this ability a number of times per day equal to her Wisdom bonus (if the witch has no bonus, she can use this ability once per week). This standard action is psionic, mind-affecting, and language dependent.

Fire Lance: The iron witch summons a lance of any desired size (no more than one size larger than the witch) made of flaming iron. The character is proficient with the weapon, which operates in all ways like a lance, except that it also inflicts 1 point of fire damage + 1 per two witch levels with each strike. The lance can be used only by the witch that created it. That character can create or dispel it at will, each time requiring a standard action. The lance disappears when out of the witch’s grasp.

Fire Shield: The wind witch summons a shield of swirling, churning flame, the same size as he is. The witch is proficient with the shield, which has no weight and inflicts no armor check penalties or spell failure chances. Like any shield of the character’s size, it offers a +2 armor bonus to his Armor Class. Creatures that launch a melee attack at the witch suffer 1 point of fire damage per witch level per round from the shield’s heat. The shield lasts for 1 round per witch level and can be summoned a number of times per day equal to the witch’s Wisdom bonus. (A witch with no bonus can use this ability once per week.) The shield disappears when out of the witch’s grasp.

Fluid Spirit: Just as a hand passes harmlessly through water, so do spells pass through the spirit of the sea witch. The sea witch gains spell resistance equal to 5 + his class level + his Charisma modifier.

Freezing Word: With a single word, the winter witch freezes two inanimate objects together with a thick coating of ice. One of the objects must be no larger than Medium size. Breaking the bond requires a Strength check (DC 30). Depending on the material of the objects involved, the objects themselves may break first. The icy coating lasts 10 minutes per level. The witch can use this ability to seal doors, stick weapons in sheaths, and so on. If an object to be affected is in a creature’s possession, the creature can make a Fortitude saving throw to resist (DC 10 + half the witch’s level + the witch’s Wisdom modifier). The witch can also coat a surface, 10 feet square, with slick ice requiring anyone standing on it or walking across it to make a Balance check (DC 10 + half the witch’s level + the witch’s Wisdom modifier) or slip and fall. The icy coating lasts 10 minutes per level. The witch can use this power (either application) a number of times per day equal to twice her Wisdom bonus. The witch must be within 25 feet + 5 feet per two witch levels of the target of this word.

Greenfire: The wood witch launches a blast of pure positive energy from his hand at a single target within 50 feet. When casting, the witch must decide whether the blast will affect living or unliving targets. It cannot affect both. Greenfire inflicts 2d6 points of damage + 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. If used against undead, all 1s and 2s rolled on the dice count as 3s. The witch can use this ability a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use greenfire once per week. Using this ability is a standard action.

Gust: The wind witch can create a gusting wind (as the spell) as a standard action once per witch level per day.

Hail of Metal: Once per day as a standard action, the iron witch summons a swirling cloud of jagged metal that can appear anywhere within 100 feet of him, with a diameter of 20 feet. All within the area suffer 1d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. This is an Instantaneous effect; the jagged metal bits left over on the ground fade after 1d4 rounds.

Hailstorm: Once per day the winter witch summons a pounding mass of ice that can appear anywhere within 100 feet of her. The ice appears 50 feet up and falls in a circle with a diameter of 20 feet. All within the area suffer 1d6 points of damage +1 point per witch level, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. Half the damage is cold damage, the other half comes from the impact. The hailstorm lasts for 1 round + 1 round per three witch levels (up to a maximum of 5 rounds). Heal Spirit: With a touch, the wood witch can restore 1 point of temporary ability score drain + 1 point per five witch levels. At 15th level and higher, the wood witch can choose to restore 1 point of permanent drain rather than his normal 4 (or more) points of temporary damage. The witch can use this standard action a number of times per day equal to his Wisdom bonus (if the witch has no bonus, he can use this ability once per week), but never more than once on a single creature in a single day.

Hide Spirit: Clouding the minds of others, the mind witch can hide his spirit from divinations. Any time a divination spell is castmwith the witch as the target, the caster of the divination must make a caster power check (DC 10 + mind witch’s level + mind witch’s Charisma modifier) for the spell to function properly. Further, the mind witch gains a +4 competence bonus to Sneak checks.

Ice Blade: The winter witch creates a short sword, longsword, or greatsword out of ice; it appears in her hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that with each strike it also inflicts 1 point of cold damage + 1 per two witch levels. Only the witch who created it can use the sword. She can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Ice Song: As a standard action the winter witch sings a song that can render a single humanoid target (of her own size or one size smaller) frozen still and helpless for 1 round per level. Creatures resistant or immune to cold cannot be affected by this enchantment effect. The victim must be within 50 feet and can make a Will saving throw to resist (DC 10 + half the witch’s level + the witch’s Wisdom modifier). The witch can use this ability a number of times per day equal to her Wisdom bonus; witches with no Wisdom bonus can use this ability once per week. The witch must sing to use this ability.


Icefire: The winter witch launches a blast of pure cold energy from her hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. The witch can use icefire a number of times per day equal to her Wisdom bonus; witches with no bonus can use icefire once per week. This is a standard action.

Iron Blade: The iron witch creates a short sword, longsword, or greatsword out of iron; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also has a +1 enhancement bonus + 1 per five witch levels. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Lifesong: The wood witch can heal a living creature’s wounds. His touch heals 1d8 points + twice the witch’s level in damage. He can use lifesong a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use this ability once per week. This full-round action requires the witch to sing.

Liquid Fire: The sea witch can spray acid in a 180-degree arc out to 20 feet. The acid inflicts 1d6 points of damage + 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. This is an instantaneous effect. The witch can use liquid fire a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use this ability once per week.

Living Blade: The wood witch creates a short sword, longsword, or greatsword out of wood. The witch is proficient with the blade, which operates in all ways like a normal sword except that it inflicts upon nonliving targets additional damage equal to the witch’s Wisdom bonus per hit; witches with no Wisdom bonus gain no benefit from this ability. Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Mind Blade: The mind witch creates a short sword, longsword, or greatsword out of psionic energy; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that the witch need make only touch attacks when wielding it, and it inflicts 1d6 points of subdual damage + 1 point of subdual damage per witch level (regardless of sword size). Only the witch who created it can use the sword. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Mind Cloud: Once per day the mind witch summons a swirling cloud of psionic energy that can appear anywhere within 100 feet of him, with a 30-foot diameter. All within the area must make a Will save (DC 10 + half the witch’s level + witch’s Wisdom modifier) or be dazed for 1 round. The cloud lingers for 1 round per witch level.

Mindfire: The mind witch launches a blast of pure psionic energy from his forehead at a target within 50 feet. The mindfire inflicts 2d6 points of damage + 1d6 per two witch levels, half of which is subdual damage. A Will saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) negates the damage. The witch can use mindfire a number of times per day equal to his Wisdom bonus; witches with no bonus can use this ability once per week. Using this psionic, mind-affecting ability is a standard action.

Nature’s Warding Word: With a single word, the wood witch gives himself barklike skin, which grants a natural armor bonus to Armor Class equal to his Wisdom modifier + an additional natural armor bonus equal to +1 per five witch levels. The effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious. Using nature’s warding word is a standard action.

Pierce Spirit: The iron witch can create and hurl a spearlike barb of “spiritual iron” at a living target as a standard action by making a ranged touch attack with a range of 100 feet. If successful, the target must make a Will saving throw (DC 10 + half the witch’s level + his Wisdom modifier) or suffer spiritual damage in the form of 1 point of temporary Wisdom damage +1 point of temporary Wisdom damage per five witch levels. The barb has no physical substance and cannot harm nonliving creatures or objects. The witch can use this ability at will.

Sea Song: If a sea witch sings this 10-minute song once per day, the chance for bad weather or hostile encounters on a sea voyage decreases by half.

Storm of Thorns: As a standard action, the wood witch sprays a blast of tiny thorns from his body in all directions out to 10 feet. All within the area suffer 1d6 points of damage + 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) reduces the damage by half. This is an instantaneous effect. The witch can use storm of thorns a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use this ability once per week.

Swirling Mist: The sea witch creates an area of obscuring mist as a standard action once per witch level per day.

Thought Chord: With a mental song, the mind witch can send a thought message to anyone known to him within one mile per witch level. The message can be no more than one word per witch level in length. Line of sight is not required. The witch can use this ability a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use thought chord once per week. This is a standard, psionic, mindaffecting, language-dependent action.

Water Sword: The sea witch can create a short sword, longsword, or greatsword out of solid water; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword. Once every other day, the witch can choose to touch a nonmagical metal object with the blade, causing the object to rust and become useless. The object must be size Small or smaller. If the object is in a creature’s possession, the creature can make a Reflex saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) to negate the effect. Only the witch who created the sword can use it. He can create it at will, requiring a standard action. The sword disappears when out of the witch’s grasp.

Water Word: With a word the sea witch can either calm a sphere of water (with a radius equal to his level × 10 feet) or make an equal area churn and become very rough. Movement rates through the rough waters—even by the most expert swimmers—are cut in half, and non-water breathers in the area must make a Swim check (DC 15) or begin to drown. The effect on the water lasts for one minute per level. This is a standard action. The witch must be within 25 feet + 5 feet per two witch levels of the target of this word.

Wind Blade: The wind witch can create a short sword, longsword, or greatsword out of wind; it appears in her hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that the winds comprising it turn away incoming attacks. While the witch wields the blade, she gains a +1 deflection bonus to Armor Class +1 per four witch levels. Only the witch who created the sword can use it. She can create or dispel it at will, each requiring a standard action. The sword disappears when out of the witch’s grasp.

Windspeech: The wind witch conjures a whispering breeze that translates the words one creature is saying to all within 25 feet. The subject of this ability can be the witch. The breeze lasts for 1 round per witch level. The subject can make a Will saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) to negate the effect. The witch can use windspeech a number of times per day equal to twice her Wisdom bonus; witches with no Wisdom bonus can use this ability once per week. This is a standard action. The witch must be within 25 feet + 5 feet per two witch levels of the target of this word.

Word of Command: With a single word, the mind witch creates a mind-affecting enchantment effect that can compel a creature to “flee” (directly away from the witch at full speed), “drop” (whatever it is holding), or “sleep” for 1 round. The creature can make a Will saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) to negate the effect. The witch can use this ability a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use word of command once per week. This is a standard action. The witch must be within 25 feet plus 5 feet per two witch levels of the target of this word.

Word of Repair: With a single word, the iron witch can mend a torn cloak, a shattered mug, or a broken sword. Pieces of ceramic or wooden objects can be invisibly rejoined as strong as new. A hole in a leather sack or wineskin completely heals over with a word of repair. The object must weigh no more than 30 lbs. per caster level in its finished form. If an object is damaged, this ability restores 1d8 of its lost hit points per two witch levels (maximum 10d8). Damaged (rather than destroyed) objects have no size limit. A hole in a wall can be mended, for example. This ability can repair a magic item but does not restore the item’s magical abilities. The iron witch can use this ability a number of times per day equal to his Wisdom bonus; witches with no Wisdom bonus can use word of repair once per week. This is a standard action. When word of repair has mended a destroyed or damaged object, the repaired item takes on an ironlike appearance (but not ironlike qualities). The witch must be within 25 feet + 5 feet per two witch levels of the target of this word.

The SightSu: At 4th level all witches gain the Sight, which is the ability to see personal auras. They can determine the class and level (if any) of a creature they observe for at least one minute. Creatures that are disguised or attempting to avoid the witch’s Sight can make a Will saving throw (DC 10 + half the witch’s level + the witch’s Wisdom modifier) to negate the effect.

Witchery SpellcastingSu: Starting at 9th level, the character’s witchery talents begin to affect even his spellcasting. All a witch’s spells begin to take on traits—and benefits—specific to each witch type: Iron Witch: The iron witch gains access to any spell with the earth descriptor. Where appropriate, things he creates (like magic walls) gain a +2 bonus to hardness, and their damaging effects inflict an additional +1d6 points of slashing or piercing damage. The iron witch glints with a grey metallic sheen for a moment whenever he casts a spell.

Mind Witch: The mind witch gains access to any spell with the psionic descriptor and enjoys use of the psionic spell template. Whenever a mind witch casts a spell, just for a moment all thinking beings within 50 feet feel an odd sensation in their mind, like a suddenly recalled but fleeting memory.

Sea Witch: The sea witch gains access to any spell with the water descriptor and enjoys use of the water spell template. Whenever the sea witch casts a spell, the smell of salt and brine fills the air around him.

Winter Witch: The winter witch gains access to any spell with the cold descriptor and enjoys use of the cold spell template. A chill breeze blows whenever she casts a spell. Wind Witch: The wind witch gains access to any spell with the air descriptor and enjoys use of the air spell template. Whenever a wind witch casts a spell, a light breeze blows around her.

Wood Witch: The wood witch gains access to any spells with the plant descriptor and casts them at +2 caster levels. A heady smell of wood fills the air whenever a wood witch casts a spell

Witchery Lord: At 13th level, the witch gains a new power: Iron Witch (Su): Iron witches gain a +1 natural armor bonus to Armor Class as their flesh grows hard as iron.

Mind Witch (Su): Mind witches gain a +2 luck bonus to saving throws against mind-affecting effects as they erect a continual mental shield.

Sea Witch (Su): Sea witches gain water resistance 20.

Wind Witch (Sp): Wind witches can use the spell flight (selfonly) once per day using their witch level as the caster level.

Winter Witch (Su): Winter witches gain a +10 circumstance bonus to Charisma-based checks when dealing with creatures of the cold subtype.

Wood Witch (Su): Wood witches gain a +1 natural armor bonus to Armor Class from a barklike hardening of their skin.

Further, one of the witchery lord’s witchery powers inflicts 50 percent more damage (or heals 50 percent more, or provides a 50 percent greater Armor Class bonus), lasts twice as long, or can be used twice as often as normal—whichever the witch chooses upon gaining 13th level. Once he makes his choice, the witch cannot change the option he selects or the power he decides to affect. Witchery powers that cannot be affected by these enhancements (such as sea song) cannot be enhanced by this ability.

Witchery Mastery: At 18th level, the witch can enhance another of his witchery powers, as described for witchery lord.

WitchsightSu: The 21st-level and higher witch can use his special sight to see through illusions and to see invisible creatures and objects. It is a standard action to activate witchsight and a move action each round to maintain it. The witch can use witchsight as often as he wishes.

Channel WitcherySu: At 23rd level and above, the witch can use his witchery directly to aid his spellcasting. Once per day per five witch levels, the witch can cast a spell using its heightened description without modifying its level. A witch can even use this ability to gain the heightened effects of his 8th-level spells, even though he could not normally cast 9th-level spells.

Table 1-1: Witch Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Spells per Day
0 1st 2nd 3rd 4th 5th 6th 7th 8th
1st +0 +0 +0 +2 Witchery 2 0
2nd +1 +0 +0 +3 2 1
3rd +1 +1 +1 +3 2 2
4th +2 +1 +1 +4 The Sight 3 2 0
5th +3 +1 +1 +4 New Manifestation 3 2 1
6th +4 +2 +2 +5 3 2 2
7th +5 +2 +2 +5 Familiarity with Magic 3 3 2 0
8th +6/+1 +2 +2 +6 4 3 2 1
9th +6/+1 +3 +3 +6 Witchery Spellcasting 4 3 2 2
10th +7/+2 +3 +3 +7 New Manifestation 5 3 3 2 0
11th +8/+3 +3 +3 +7 5 3 3 2 1
12th +9/+4 +4 +4 +8 5 4 3 2 2
13th +9/+4 +4 +4 +8 Witchery Lord 6 5 3 3 2 0
14th +10/+5 +4 +4 +9 6 5 4 3 2 1
15th +11/+6/+1 +5 +5 +9 New Manifestation 6 5 4 3 2 2
16th +12/+7/+2 +5 +5 +10 7 6 5 3 3 2 0
17th +12/+7/+2 +5 +5 +10 7 6 5 4 3 2 1
18th +13/+8/+3 +6 +6 +11 Witchery Mastery 7 6 5 4 3 2 2
19th +14/+9/+4 +6 +6 +11 8 7 6 5 3 3 2 0
20th +15/+10/+5 +6 +6 +12 New Manifestation 8 7 6 5 4 3 2 1
21st +15/+10/+5 +7 +7 +12 Witchsight 8 7 6 5 4 3 2 2
22nd +16/+11/+6/+1 +7 +7 +13 9 8 7 6 5 3 3 2 0
23rd +17/+12/+7/+2 +7 +7 +13 Channel Witchery 9 8 7 6 5 4 3 2 1
24th +18/+13/+8/+3 +8 +8 +14 9 8 7 6 5 4 3 2 2
25th +18/+13/+8/+3 +8 +8 +14 New Manifestation 9 8 7 6 5 4 3 3 2
Table 1-2: Witch Spells Readied
Level Spells Readied
0 1st 2nd 3rd 4th 5th 6th 7th 8th
1st 2 0
2nd 3 1
3rd 3 2
4th 3 3 0
5th 4 3 1
6th 4 3 2
7th 4 4 3 0
8th 5 4 3 1
9th 5 4 3 2
10th 5 5 4 3 0
11th 6 5 4 3 1
12th 6 5 4 3 2
13th 6 6 5 4 3 0
14th 6 6 5 4 3 1
15th 6 6 5 4 3 2
16th 6 6 6 5 4 3 0
17th 6 6 6 5 4 3 1
18th 6 6 6 5 4 3 2
19th 6 6 6 6 5 4 3 0
20th 6 6 6 6 5 4 3 1
21st 6 6 6 6 5 4 3 2
22nd 6 6 6 6 6 5 4 3 0
23rd 6 6 6 6 6 5 4 3 1
24th * 6 6 6 6 5 4 3 2
25th * 6 6 6 6 6 5 4 3
Table 1-3: Witchery Manifestations
Witch Type Blade Fire Song Spirit Storm Word
Iron Witch Iron Blade Fire Lance Armor Song Pierce Spirit Hail of Metal Word of Repair
Mind Witch Mind Blade Mindfire Thought Chord Hide Spirit Mind cloud Word of Command
Sea Witch Water Sword Liquid Fire Sea Song Fluid Spirit Swirling Mist Water Word
Wind Witch Wind Blade Fire Shield Far voice Air Spirit Gust Windspeech
Winter Witch Ice Blade Icefire Ice Song Chill Spirit Hailstorm Freezing Word
Wood Witch Wood Blade Greenfire Lifesong Healing Spirit Storm of Thorns Nature's Warding Word

Bonus Spells

In 3.6e, spellcasters who have a limited number of spells per day are granted additional spell slots based on their casting stat modifier according to the table below. In order to receive the bonus spell slots, they must already be able to cast spells of that level.

Table 1-4: Bonus Spells
Skill Bonus Level 0 Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7 Level 8
1 1 1 1 0 0 0 0 0 0
2 2 2 1 1 1 1 0 0 0
3 3 3 2 2 1 1 1 0 0
4 4 4 2 2 1 1 1 1 1
5 5 5 3 2 1 1 1 1 1
6 6 6 3 2 2 1 1 1 1
7 7 7 4 2 2 1 1 1 1
8 8 8 4 3 2 2 1 1 1
9 9 9 5 3 2 2 2 1 1
10 10 10 5 3 3 2 2 1 1
11 11 11 6 4 3 2 2 1 1