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Netbook of Witches and Warlocks
Full netbook can be found on the followng website
An old hag, a mysterious wise woman, cunning and alluring maiden… All of these and more are the guise of the witch. Witches have existed since the dawn of time and are some of the greatest of all of the spellcasters.
|“There are more things in heaven and earth, Horatio, Than are dreamt of in your philosophy”.Hamlet, Act 1, Scene 5|
Game Rule Information
Witches have the following game statistics
Abilities:Wisdom determines how powerful the spells the witch can cast, how many spells they may cast per day, and how hard those spells are to resist.
Alignment: Any, but the witch’s alignment must be similar (by one step) to their Patron’s alignment.
Hit Die: d4
The witchs class skills (and the key ability for each skill) are Alchemy
(Intelligence)1,Bluff (Charisma), Concentration (Constitution), Craft (Wisdom), Heal (Wisdom), Knowledge (Arcana) (Intelligence), Knowledge (Demonology) (Intelligence), Knowledge (Nature) (Intelligence), Knowledge (Religion) (Intelligence), Knowledge (Witchcraft) (Intelligence), Meditative Trance, Profession (Fortune Teller) (Wisdom), Profession (Herbalist) (Wisdom), Profession (Midwifery) (Wisdom), Scry (Intelligence)2, Seduction (Charisma), Sense Motive (Wisdom), Spellcraft (Intelligence), Survival (Wisdom) [Wilderness Lore (Wisdom)], Tantra (Charisma), Yoga (Wisdom).
|Fort Save||Ref Save||Will Save||Special|
Talisman, Dabble, Familiar, Vulnerability
|Nikolaos Gyzis, The Spider National Gallery, Athens Date:
Spells per Level
Spells per Day —————————–
|The number after the plus sign (+) is the number of Coven (divine) Spells the witch receives.|
Witches are spellcasters
that walk the line between this world and the next, between angel and fiend,
and between clerics and
wizards. They are a
religious sect like clerics,
but closer to druids.
Their spells and casting techniques are similar to wizards.
Despite stereotypes, witches may be either female or male; there are typically
more female witches than there are male witches. Contrary to popular belief
-warlock- is not the masculine form of witch. Witches, whether male or female,
are referred to as witches. Warlock is a word meaning peace-breaker or oath
breaker, and is considered to be a vulgar insult to a witch.
Mistresses of haunted forests,
healers on the outskirts of town, crones creeping through crypts, or that unusually
charming maiden: witches come in all shapes and dispositions, but they are often
objects of mystery and suspicion in most cultures, even hated and persecuted.
Like sorcerers, witches
are born with their aptitude for charms, trickery, and nature magic – often
from the union of an ancestor and a Fey, Lycanthrope, or outsider. Witches can also draw upon other sources of arcane inspiration, such as symbols, icons, and certain creatures, by dabbling in arcane Arts.
Adaptation: The witch represents the fantasy archetype distinct from a simple wizard or sorcerer, and far less specific than a druid. It can replace the sorcerer as a more flavorful alternative, using Tradition and Dabble to represent bloodlines and giving the witch a more distinct flavor than the standard class adequately accommodates.
Adventures: Witches on the whole tend not to be adventurers. Many have terrifying memories of what some people will do to witches; others feel a close association to their homeland, their families or their covens. There are others though for whom the lure of adventuring is too much to ignore. Witches that adventure do so for a variety of reasons. Many are searching for greater magical or universal truths, or to recover a special artefact or spell component. A small number seek, like many adventurers, fame and fortune. Still others desire to be away from the closed minds of their homelands and search for others like themselves. And some seek things known only to themselves and their Patron.
Characteristics: Witches cast arcane spells, as do wizards and sorcerers; they also gain some ability to cast divine spells. Both types of spells are gained from the witch’s service to their Patrons. Witches record their spells
in spell-books (sometimes known as a Book of Shadows) like wizards. Like shadows that are neither all dark nor all light, witches are neither all cleric nor all wizard, but a bit of both, and something else altogether.
Witches also tend to avoid weapons and armour because their nature is one of magic, pure and untainted. Armour would also interfere with their spell casting abilities.
Alignment: Despite stereotype and rumour, witches can be of any alignment. Many witches believe in The Three-fold Law, that is whatever you send out into the world, will return upon you three times. So a witch is often reluctant to cast so called -black- or evil magic.
Religion: To a witch, to worship is to be a witch. Unlike clerics, who commune to their gods for the people, there is no middle ground between the Patrons and their witches. Also unlike clerics, witches, even evil ones, do not attempt to convert others to their faith. Witches believe one must be worthy and hear the Call.
Non-witches often misunderstand the practice of witchcraft; this is one of many factors that have lead to distrust of witches.
honour and follow their Patrons, the God and Goddess of their faith. Many witches
believe there is only a single Goddess, and all deities are simply different aspects
of the Goddess. The name of the goddess may change between planes, but names are
only reflections of the Goddess.
witches believe that there are two deities, a male and a female, a God and a Goddess.
The male is considered the Bringer of Summer, the Lord of Harvest and Protector
of the Goddess. Real world examples include Apollo,
Osiris, or Shiva.
Both God and Goddess are considered equal in all respects.
system of belief can change between each campaign world and plane. However, it
is commonly these two systems, or a combination of these two that witches across
the multiverse practice. It is also this philosophy that leads to the rift between
clerics and witches.
witches gain their powers from other worldly beings, fiends from the lower planes,
creatures from the Astral, or Spirits they take as their Patron. Hedge witches
are spellcasters that follow the witches· practice, but not their religion.
Magic: Witches are
primarily arcane spellcasters, though they say their magic is older than the
distinctions of -Arcane- and -Divine-.
Witches learn their magic
from their Patron. They may do this via meditation, ritual or even via their
familiar. Once the knowledge of a spell is given to the witch she copies the
spell into her spell book (-Book of Shadows-). Once this is done she may relearn
that spell at any time, as does a wizard. The witch may also research spells,
as does a wizard. These spells are also recorded in their Books of Shadows.
witch also gains the ability to cast special spells known as Coven Spells. These
spells are known to the witch and her coven and are usually divine in nature,
the exact spells varying from coven to coven and Patron to Patron.
power to cast the spells is given by the Patron, but formed by the witch. In this
respect they are very similar to Divine spellcasters. While a cleric prays for
her spells, a witch prepares them through ritual.
These acts might seem similar
at first, but they are different. A cleric’s prayer is somewhat comparable to
asking a patron kindly if they’ll grant them this power. A witch’s ritual on
the other hand is comparable to the spell casting of a wizard,
interlaced with religious elements.
Background: To become
a witch, one must first hear “the Call”. This is the moment in the
would-be witch’s life that she understands that she will become a witch. Sometimes
the Call is symbolic, such as sudden realization after many days, weeks or months
of conjecture; other times it is happenstance, the would-be witch finds an old
book or a teacher; and still other times the Call is actual, the initiate actually
hears the voice of their Patron calling out to them. In many Traditions this
is also known as the “Call of the Goddess”. This usually precludes
any other type of training for any other profession since many witches receive
this call at an early age, as children or teenagers.
All witches belong to a
Tradition (defined as a style of witchcraft) and a Coven (meaning groups of
worship). A witch that does not belong to a geographic Tradition is said to
have a Family Tradition because it is usually passed down from mother to daughter,
or an Eclectic Tradition, one that has the features of many traditions. A witch
without a coven is often known as a “Solitary Practioner”.
learn to be witches from laws and guidelines handed down from the Patron and practiced
within the covens. Solitaries often must learn the craft on their own.
Races: Humans make
up the majority of the witches. Elves and half-elves also have a style of witchcraft
known as – kuruni -. Half-orcs are generally drawn to the evil side of witchcraft.
and Halflings only rarely, become witches,
but each has their own unique style.
Other Classes: Witches
tend to share with druids
and rangers a reverence for the world and nature. Also like druidism, witchcraft
is an older religion. Witches and druids
sometimes argue over which religion came first, but these are usually only good-natured,
if sometimes heated debates. Most classes distrust witches. In particular witches
do not get along with clerics, whom they find to haughty in their ideals and
reverence to their gods, and likewise with paladins
(plus most Witch-Hunters tend to come from the ranks of clerics and paladins).
Witches are often viewed
with caution, if not out-right hatred by clerics
and paladins, who find
the witch’s belief that individual deities are in reality different aspects
of a single deity blasphemous. The average person also finds the witch’s magic
to be mysterious and dangerous, and if the witch is perceived as dangerous,
she must be dealt with. Though the accusation of -witch- can and has applied
to witches, wizards,
sorcerers, other clerics
Witches and clerics share
more similarities than either side would like to admit. This is due to a split
in ethos among the pre-historic peoples. An ancient protoshamanistic cult produced
both witches and druids.
This proto-cult then further splintered into witches, druids
and priests of today. Witches therefore share many surface similarities with
druids and shamans. Many
neutral witches are, in fact, on fairly good terms with most druids.
a witch is partially a divine spellcaster, the function of a cleric and a witch
is very different. Witches do not serve their Patron as a cleric serves their
god. A witch is the instrument of their Patron’s will, and the Patron serves the
witch via magic. There is a direct personal relationship between a witch and her
Patron. In simple terms, a cleric sees herself as a servant to her deity, while
a witch sees her deity as a friend. This of course, is a simple definition.
witch does not see it as her duty to spread the beliefs of her patron, her duty
is to live by her Patron’s rules and ethics, not to convince others to do so,
as would a cleric.
Witches are on decent terms
with sorcerers, whom
they find more tolerable than wizards. They are distrusted by barbarians, who
distrust all magic, viewed suspiciously by most rogues, who are suspicious of
most people, and mostly ignored by monks.
Some witch traditions get along well with bards, but the differences within
either class make this a case-by-case judgment.
Witches may multiclass without restriction, however nearly all witches begin
as witches and not another class. Witches also consider themselves to be witches
first and foremost.
of the following are class features of the witch.
and Armor Proficiency: Witches are proficient with all
Witches gain 2 new arcane spells at each level, just like wizards.
They may also copy spells from other witches just as a wizard
may copy spells from another wizard,
The witch’s and wizard‘s
spell casting are related but still very different, and therefore a witch can
attempt to learn a wizard’s
spell book or scroll with a -5 penalty (and vice versa). The penalty to learn
witch spells by a wizard
is -5 and plus -1 per witch spell level to all checks, thus a 6th level witch
spell would be at -11 to learn. Ranks in Knowledge
(Witchcraft) will reduce this
by one per rank.
witch is limited to casting spells that appear in her spell book. Unlike a wizards
spell book, Witch spells do not cost money or materials (outside of the paper
and ink) to scribe into a spell book. Witch spells are cast via a series of rituals
and preparation, typically performed in the morning or night before, and completed
when the witch wishes to cast her spell.
witch must prepare her spells ahead of time, just like a wizard. In the same way
all bard spells have verbal components, all witch spells have material components
or a focus. Spells that do not list material components instead require a common
object sacred to or indicative of the witch’s Patron as a focus.
witch can cast arcane spells as per the table below. Also, witches gain the ability
to cast some divine spells. These divine spells are known as Coven spells and
are determined by the coven that the witch belongs to.
The divine spells that a witch may cast are also described below.
Witch cantrips are known as Charms if used by good witches, Leys if used by
neutral witches and Hexes if used by evil witches. Common people refer to all
witch cantrips as Hexes.
Evil, Good, and Lawful spells: A witch cannot cast spells of an alignment
opposed to her own or her Patron. This is similar to the cleric’s limitation.
Witches also have spells that are unique to their own class
Spells: Witches gain an additional spell of each spell level starting at 2nd
level (indicated by the +1 on table 1-2). These are known as Coven spells and
are determined by the Patron of each witches coven. Coven spells function similar
to domain spells with the exception that the witch’s Coven spells do not grant
the special abilities that a cleric would receive from a domain (for example,
the luck domain allows one die re-roll once per day, a witch with a Patron of
the luck domain does not receive this ability).
witch’s Coven or Patron determines what she may choose for her Coven spells.
example, a Faerie Witch (a witch specializing in the magical nature of forests)
may choose Coven spells from among those granted by the Plant, Animal or Travel
Domains. Coven spells are considered divine. Unlike the witches· normal
spells, these spells are cast in the same way a cleric casts domain spells.
The witch is often accompanied by a peculiar animal familiar, such as a black
cat, warty toad, or owl. Attracting her familiar takes one day and uses up magical
materials that cost 100gp. If selected at 1st level, some Arts, such as Cat Magic,
dictate the type of familiar received.
feats: The witch gains a bonus feat every 6 levels, starting at 4th level
(4th, 10th, and 16th). The witch may choose any Item Creation, Metamagic or Witch
feat she has met the requirements for.
The witch has access to
a special group of feats known as Witch feats. These feats are unique to the
witch class, but other classes may learn some of these (at the GM’s discretion).
witch also gains a bonus feat at 1st level. This feat may be any feat the witch
has met the requirements for.
Powers: Witches gain special abilities at 7th, 13th, and 19th levels. These
special abilities are determined by the witch’s Tradition (or by the Game Master)
level]: Each witch has a natural affinity for one of the forbidden, secret,
or obscure branches of witchcraft called the Arts. Dabbling in a particular Art
can merely reflect the witch’s own personal preference or hint at some magical
heredity. A witch descended from a humanoid and Fey union may naturally have a
knack for Fairy Magic, for example, while one from a humanoid and Weretiger coupling
may dabble in Cat Magic, Moon Magic, or both. At the indicated levels, she selects
an Art in which to dabble that corresponds with her alignment. She gains the indicated
power and adds the listed spells to her list of Spells Known.
known arcane Arts include:
Astrological clock at Venice
Witches who dabble in Astrology
believe that fate is found in the stars, in the patterns and dictates of the
zodiac. Only witches of a Nonchaotic alignment can dabble in Astrology.
The witch gains the Fortunetelling
feat for free.
Spells: 0 Know
Direction, 1 faerie fire, 2 glitterdust,
3 Dolorous Motes, 4 divination,
5 aim of Sagittarius, 6 Libra
(mass owl’s wisdom), 7 shadow
walk, 8 Taurus (mass greater
bull’s strength), 9 Gemini’s twin.
“John Dee and Edward Kelly evoking a spirit” Date circa 1825 Source
The Astrologer of the Ninetenth Century Author Ebenezer Sibley
Also known as the Dark
Art, Bone Magic, and Voodoo, Black Magic is a vile branch of witchcraft devoted
to death and pain. Only witches of an Evil alignment can dabble in Black Magic.
Power: Poison Apples: The
witch can handle poisons with no chance of poisoning herself and receives a
+2 bonus to all Craft (Poisonmaking) checks.
Unknown master Title: Inferno Date 1st third of 16th century
Witches that dabble in
Brimstone command the fires of Hell. Only witches of an Evil alignment dabble
in the Infernal Art.
Spells: 0 stench [d302],
1 pyrotechnics, 2 summon
monster II (lemure), 3 stinking
cloud, 4 Hellfire, 5 Charnel
Fire, 6 cloudkill, 7 Hellfire
Storm, 8 incendiary cloud,
9 summon monster IX (barbed
Georg Flegel (15661638) Title: Stilleben mit Kerze. Date 1631
Candles are a source of
power in many arcane rituals, and their dancing light radiates mystical potential.
Only Nonlawful witches can dabble in Candles.
The witch gains Low-Light
Vision; if she already possesses this ability, she can
now see three times as far (instead of twice as far) as a creature without it.
Spells: 0 Candlelight,
1 faerie fire, 2 continual
flame, 3 Corpse Candle, 4 summon
monster IV (lantern archon),
5 fire shield, 6 shadow
walk, 7 Starmantle, 8 scintillating
pattern, 9 incendiary cloud.
Alfred Stevens (18231906) : Allegory of the night
Indifferent yet curious,
cats are revered by many witches as mystical creatures, and their essence tapped
for arcane power. Only witches with a Neutral component to their alignment can
dabble in Cat Magic, and they always receive a cat
as their familiar.
Spells: 0 footpad’s grace
[d302], 1 Claws of the Beast,
2 cat’s grace, 3 Embrace
the Wild (felines), 4 greater
cat’s grace, 5 summon
nature’s ally V (dire lion),
6 mass cat’s grace, 7 Bite
of the Weretiger, 8 Summon
monster VIII (hellcat), 9
wail of the banshee.
Cauldrons: Some witches find additional arcane potential in the cauldron,
often used in the brewing of potions. Only Nonchaotic witches can dabble in Cauldrons.
Brew: The witch incurs only 75% of the normal costs associated with the Brew Potion
feat and receives a +2 bonus on all Craft
(alchemy) checks. All Cauldrons spells
require a small pot or cauldron as a material component.
Crystals: Many witches harness the hidden mystical power inherent to crystals,
shards, and gems, using these items for both their magical potential and natural
beauty. Only witches of Nonevil alignment can dabble with Crystals.
Spellcrystal: Once per day, the witch can cast a witchcraft spell as if affected
by the Eschew
Materials feat or by the Silent Spell or Still
Spell feat without
taking up the higher spell slot or requiring her to have the feat, as long as
she possess a crystal or gem of at least 25gp value.
Curses: The curse already plays a major role in mainstream witchcraft, yet
there are even deeper pools of cruelty and venom to explore, new ways to exact
vengeance and ruin. Only Nongood witches can dabble in Curses.
Profanity: Once per day, the witch can cast a witchcraft spell with a Verbal component
as if affected by the Eschew
Materials feat or by the Silent Spell feat without
taking up the higher spell slot or requiring her to have the feat.
Demonology: Summoning spells are rare in mainstream witchcraft. Some witches,
however, dabble in Demonology, the forbidden form of summoning, coercing, and
imploring demons and other fiends to do their bidding. Only Nongood witches can
dabble in Demonology.
Spells: 0 Sacrificial skill, 1 protection from evil, 2 Demoncall, 3 summon
monster III (dretch), 4 fear, 5 contact other plane, 6 planar binding, 7 summon monster VII (babau), 8 Summon monster VIII (vrock), 9 gate.
Antonio de Pereda (1611-1678) (1611/1678) Title: El sueño del
Dreams are powerful manifestations of subconscious fears and desires. Some witches tap that imaginary world for arcane power. Only Chaotic witches can dabble in Dreams.
Power: Awake: She adds her Charisma modifier to all Will saves to disbelieve Illusions and avoid sleep effects.
* Fairy Magic: Some witches tap Fey for arcane inspiration, drawing upon these
nature spirits to augment their own magic. Only Nonlawful witches can dabble in
Fairy Magic, a favorite Art of elves.
The witch speaks Sylvan and either Aquan, Auran, Elven, or Terran as bonus languages;
if she already speaks Sylvan, she can select a second listed language.
Spells: 0 Daze
1 faerie fire, 2 glitterdust,
3 summon nature’s ally
III (satyr), 4 freedom
of movement, 5 commune with
nature, 6 transport via plants,
7 summon nature’s ally
VII (pixie), 8 irresistible
dance, 9 summon nature’s
ally IX (grig).
Folk Magic: Mysterious but earthy, spiritual yet vengeful, gypsies are the
primary dabblers in Folk Magic, a hodgepodge Art also practiced by fortunetellers,
peasant herbalists, witch doctors, and other Nonlawful witches.
Gaze Magic: The gaze of a witch can be a terrible thing, bringing charm or
woe or even death, as she wishes. Only Nongood witches can dabble in Gaze Magic.
Incantations: Incantations are chants and recitations that evoke magic, or
arcane rhymes and mystical poems. Due to the structure and precision required
by the Spoken Art, dabblers in Incantations must be Nonchaotic.
Speakspell: Once per day, the witch can cast a witchcraft spell with a Verbal
component as if affected by the Eschew
Materials feat or by the Still
without taking up the higher spell slot or requiring her to have the feat.
Mirrors: Some witches find power in mirrors, in their reversed worlds and
revealed truths. Others simply find power in their own image – a vanity that fuels
their ambitions. Only Nonchaotic witches (those who “will not shatter“)
dabble in Mirrors.
Self-Image: She adds her Charisma modifier to all Will saves against Charm effects.
Mist Magic: Slowly
creeping fogs and eerily quiet clouds: Some witches draw on the essence of mist
for arcane inspiration. Only witches with a Neutral component to their alignment
dabble in Mist Magic.
Moon Magic: Tapping the energies of the moon, the night, and darkness, witches
who dabble in Moon Magic, also known as the Pale Circle and the Night Art, must
have a Neutral component to their alignment.
The witch gains Low-Light
Vision; if she already possesses this ability, she can
now see three times as far (instead of twice as far) as a creature without it.
Spells: 0 No
Light, 1 Moon Lust, 2 moonbeam [FRCS],
3 moon blade [FRCS], 4 wall of moonlight [PG2F], 5 moon path [FRCS], 6 bite
of the wereboar [Wbst], 7 shadow walk,
8 Bite of the Weretiger,
9 summon monster IX (night
Numerology: Some witches hold that numbers have power, that destinies are
borne and empires crumble at their hidden meanings and powerful sequences. Only
Lawful witches dabble in Numerology.
Numerate: Once per day, the witch can cast a witchcraft spell as if affected by
the Enlarge Spell or Extend
spell feat without taking up the higher spell slot
or requiring her to have the feat.
Spells: 0 easy math [Sg&S],
1 reduce person, 2 mirror
image, 3 haste, 4 mass
enlarge person, 5 spell resistance,
6 mass bull’s strength,
7 greater restoration, 8 project
multiple images [Wbst], 9 time stop.
Pentacles: The pentacle, the five-pointed star at the heart of magic circle
spells, is a powerful symbol to the witch. Some witches, however, recognize additional
power in this particular rune. Witches dabbling in Pentacles must be Nonchaotic.
Power: The witch
gains the Spell Thematics feat affecting the Pentacles Dabble spell list, raising
the DC of all affected spells by +1 and with the illusory manifestation always
including images of pentacles.
Prophecy: Some witches uncover their third eye, gaining insight into truth
and possibility. Only Nonchaotic witches dabble in Prophecy.
Secrets: Witches are naturally subtle and sly creatures, more prone to innuendo
and secrecy than candor. Some witches further explore the magic of mystery by
dabbling in Secrets. Knowledge is only as secret as the resolve of those who know
it; as such, only Nonchaotic witches dabble in Secrets.
Seduction: Seduction is practiced by witches and nonwitches alike. Some witches,
however, find additional power in their own personal magnetism, in deception and
temptation. Only Nongood witches can dabble in the illicit Art of Seduction.
Serpent Magic: This often sinister Art, also known as the Serpentine Way,
draws on the essence of snakes and reptiles for arcane power. Only Nongood witches can dabble in Serpent Magic, and they always receive a snake as a familiar.
Power: She receives a +1 bonus to Reflex saves and a +3 bonus to saves against poison.
Spells: 0 Detect Poison, 1 animate rope, 2 summon monster II (viper), 3 sepia snake sigil, 4 sticks to snakes [d317], 5 Kiss of Death, 6 summon monster VI (constrictor), 7 Vipergout, 8 summon nature’s ally VIII (salamander), 9 summon monster IX (couatl).
* Songs: Melodies can carry arcane magic, and many Nonevil witches dabble in Songs, exploring the arcana and beauty of song.
Power: Spellsong: Perform (Sing) is a class skill, and once per day, the witch can cast a witchcraft spell with a Verbal component as if affected by the Eschew Materials feat or by the Still Spell feat without taking up the higher spell slot or requiring that she have the feat.
Spider Magic: Also known as Arachnomancy or the Drow Art, Spider Magic draws on the essence of the spider for arcane power. Only Evil witches, most commonly drow warlocks, can dabble in Spider Magic.
Power: The witch receives Climb as a class skill and a +3 bonus to saves against poison.
witches tap the unseen world for power, holding sway over spirits and souls. Only
Evil and Good witches can dabble in Spiritism.
Strong Spirit: The witch is immune to fear.
Swamp Magic: Bogs and marshes are home to many witches, and some draw upon
their environment for arcane power. Only witches with a Neutral component to their
alignments can dabble in Swamp Magic.
Swim is a class skill. The witch can hold her
breath for a number of additional minutes equal to 1 + half her levels in witch
before requiring drowning checks.
Spells: 0 Create
Water, 1 grease, 2 summon
swarm, 3 stinking cloud, 4 summon
nature’s ally IV (giant
crocodile), 5 transmute
rock to mud, 6 control water,
7 creeping doom, 8 control
plants, 9 Shambler.
Toadstools: Witches have a long history with the toadstool, and some witches
utilize these and other fungi for powerful effects. Dabblers in Toadstools must
have a Neutral component to their alignment.
To better find fungi where they grow, the witch gains Low-Light
she already possesses this ability, she gains Darkvision out to 30 feet, which
does not stack with existing Darkvision.
Weather Magic: Weather witches are not uncommon, as the tempestuousness and
danger of weather perfectly reflect the nature of many witches. Only Chaotic witches
can dabble in Weather Magic.
The witch gains Electricity resistance 5.
White Magic: White Magic is the magic of light and life, goodness and beauty,
and is dabbled in exclusively by Good witches.
Power: Gentle Touch: The
witch can heal 2 hit points per level per day; otherwise as a paladin’s
Lay on Hands ability.
Winter Magic: Nature’s
deadly pall, winter is a powerful expression of death and nature for some witches,
one worth further exploration. Only Nongood witches dabble in Winter Magic.
The witch receives Cold resistance 5.
The witch can Dabble in
a maximum number of Arts equal to her Charisma
modifier 1. If she selects an Art that includes a witch spell she already
knows, she can instead select any witch spell of equal level. Should she change
alignment to one that violates a chosen Arts restriction, she loses the
granted power and access to the related spells. Once her alignment again agrees
with her Art, her power and spell access return.
All witches harbor some secret weakness or undiscovered vulnerability, the result
of the peculiar magic that flows within them. The witch acquires a vulnerability,
determined randomly from the following list (or one approved by the DM):
iron: cold iron weapons strike
the witch as if the wielder has the Improved
critical feat (if the wielder has the Improved
critical feat, the threat range is only increased by 1). A critical hit
forces her to make Fortitude save (DC equal to the damage dealt) or be nauseated
for 1 round. Any cold iron damage can only
be healed with magic.
Fire: She is especially vulnerable to fire. Fire spells and effects
do an additional +1 point of damage per die to the witch, and any damage inflicted
can only be healed by magic.
Marked: The witch has a deformity that clearly separates her from others
of her race, such as green skin, a long warty nose, a large hump, or cloven feet.
She does not receive her Charisma bonus to Diplomacy, Disguise, Gather Information,
and Handle Animal checks and instead receives a penalty to those checks equal
to half of her Charisma bonus (rounded up). Animals always regard the witch with
Pact: The witch is schooled in magic by a more powerful being, such as a celestial,
dragon, fiend, or spirit of the land but at a price. Before being allowed
access to spells of a higher spell level, the witch must strike a bargain with
her patron, such as agreeing to perform some deed or making some sacrifice. The
nature and difficulty of the bargain depends upon both the disposition of the
patron and the capability of the witch. If she fails to complete the given bargain,
she suffers a 10% penalty to all earned experience points, which stacks
with any multiclassing penalties, until she attains another level of witch granting
spellcasting and fulfills the next bargain.
Pagan: Her pagan nature leaves the witch vulnerable to both Holy Water
and unholy water. Splash from either liquid inflicts 2d4 points of acid damage
upon the witch, which can only be healed with magic. In addition, if she consumes
food or water created by divine magic, such as from the create food and
spell, she must make a Fortitude save (DC 10) or be nauseated for 1 hour.
Silver weapons strike the witch as if the wielder has the Improved
(if the wielder has the Improved
critical feat, the threat range is only increased
by 1). A critical hit forces her to make Fortitude save (DC equal to the damage
dealt) or be nauseated for 1 round. Any silver damage can only be healed with
The witch can enhance Vulnerability
with the Hag Claws feat.
Step [5th level]: Creeping through woods, the witch is like a mist
passing through shadows. She leaves no trail in natural surroundings and cannot
be tracked. This is extraordinary.
[6th/12th/18th level]: By merely uttering a few seductive words, the witch
can bewitch another creature with charm person. If the witch delivers Bewitch
as a touch attack, the DC is increased +2. This spell-like ability can be used
once per day for every six levels of witch.
[8th/15th level]: By uttering a few carefully chosen words sometimes
poetic, often vulgar the witch can hex any creature within 30 feet as if
she had cast a ranged version of bestow curse. If the witch delivers the Hex as
a touch attack, the DC increases +2. This spell-like ability can be used once
per day for every seven levels of witch.
[14th level]: A witch of sufficient power and renown attracts lesser
witches, her seek her out for instruction and protection. The witch is considered
to have the Leadership feat for the purposes of attracting witches and warlocks
as followers. If she already has the Leadership feat, her effective level is considered
+2 for the purposes of attracting other witches.
addition, witches gain power in numbers. When at least seven ally witches are
within a 30-foot radius area, with no two witches more than 30 feet apart, each
witch enjoys a +1 morale bonus to the DC of all witch spells they cast. When 13
witches congregate, they enjoys a +2 morale bonus to the DC of all witch spells
they cast. This is extraordinary.
[20th level]: She is forever young. The witch no longer suffers ability penalties
for aging and cannot be magically aged; bonuses are still accrued, and she still
dies of old age when her time it up. This is extraordinary.
witch who ceases to follow her patron loses all coven (divine) spells, special
abilities and cannot gain levels as a witch until she atones. Use of the Atonement
spell is not required, but the witch may have to perform an act of faith.
Witch Starting Package
Armour: None, speed 30 ft.
Weapons: Dagger (1d4, crit 19-20/x2, 1lb., Tiny, Piercing). quarterstaff
(1d6, crit x2, 4lb., Large, Bludgeoning).
Patron(s): The Great Goddess
and the Lord of Summer.
Skill Selection: Pick a number of skills equal
to 4 + Intelligence modifier.
Witch Starting Package
Same as human witch, except
Patron(s): As appropriate for Race.
Witch Starting Package
Same as human witch, except
gnome or halfling.
Armour: None, speed 20 ft.
appropriate for Race.
John William (1849–1917(1917) The Crystal Ball 1902
a witch reaches 21st level she is considered to be an epic character. Epic characters
are dealt with in Core Rulebook II, v.3.5. Briefly, the following applies
to witches beyond 20th level.
base save bonuses and base attack bonus don’t increase after 20th level.
Thus, these class tables have no columns for base save bonuses or base attack
bonus. Instead, use Table: Epic Save and Epic Attack Bonuses (Core Rulebook
II, v.3.5) to determine the character’s epic bonus on saving throws
character continues to gain Hit Dice and skill points as normal beyond 20th level.
Generally speaking, any class feature that uses the character’s class level
as part of a mathematical formula continues to increase using the character’s
class level in the formula.
-Any prestige class feature that calculates
a save DC using the class level should add only half the character’s class
levels above 10th.
powers of familiars, special mounts, and fiendish servants continue to increase
as their masters gain levels, if they are based on a formula that includes the
class features that increase or accumulate as part of a repeated pattern also
continue to increase or accumulate after 20th level at the same rate. An exception
to this rule is any bonus feat progression granted as a class feature. If a character
gets bonus feats as part of a class feature these do not increase with epic levels.
Instead, these classes get a new bonus feat progression (described in each class
A character doesn’t gain any new class features beyond 20th level. Class
features with a progression that slows or stops before 20th level and features
that have a limited list of options do not improve as a character attains epic
level. Likewise, class features that are gained only at a single level do not
epic witch is a raw force of nature and the divine. Channeling the powers of her
Patron, she is both respected and feared.
at Each Additional Level: 4 + Intelligence modifier.
The witch’s caster level is equal to her class level. The witch’s number
of spells per day does not increase after 20th level. Each time the witch attains
a new level, she learns two new spells of any level or levels that she can cast
(according to her new level).
The epic witch’s familiar continues to increase in power. Every two levels
higher than 20th the familiar’s natural armour bonus and Intelligence each increase
by +1. The familiar’s Spell
Resistance is equal to the master’s level + 5. At
21st level and again every ten levels higher than 21st, the familiar gains the
benefit of the Familiar Spell epic feat for a spell of its master’s choice.
The epic witch gains a bonus feat every three levels higher than 20th. The
witch also gains access to Epic feats.
Powers: The epic witch does not gain any new occult powers but occult powers
based on the witch’s level continue to grow.