Witch Spells in Pathfinder: Wrath of the Righteous covers a list of all Spells available for the Witch Class. The Witch draws her magic from a pact made with an otherworldly power. This also gives them another set of abilities knows as hexes. Each Class has its own set of spells with some over-lapping through different classes. Common Classes with spell paths include the Sorcerer Shaman Cleric Wizard Oracle, and Witch classes. Spells are also sorted into different schools. These are sorted into Other school categories include Abjuration, Conjuration, Illusion, Divination, Enchantment, Evocation, Transmutation, and Necromancy Spells. Below you will find information on each Witch Spells, their effects and level requirements.

 

 

All Witch Spells in Pathfinder: Wrath of the Righteous

 

Lvl0
Lvl 1
Lvl 2
Lvl 3
Lvl 4
Lvl 5
Lvl 6
Lvl 7
Lvl 8
Lvl 9

 

Level 0

daze spell pathfinder wrath of the righteous wiki guide 64pxDaze

Enchantment

 

guidance divination icon spell pathfinder wrath of the righteous wiki guide 65pxGuidance

Divination

light spell pathfinder wrath of the righteous wiki guide 64pxLight

Evocation

resistance spell pathfinder wrath of the righeous wiki guide 64pxResistance

Abjuration

touch of fatigue spell pathfinder kingmaker wiki guide 64pxTouch of Fatigue

Necromancy

 

 

 

 

Level 1

cause fear spell pathfinder wrath of righteous wiki guide 64pxCause Fear

Necromancy

 

ray of sickening spell icon spell pathfinder wrath of the righteous wiki guide 65px min Ray of Sickening

Necromancy

 

enlarge person spell pathfinder wrath of the righteous wiki guide 64pxEnlarge Person

Transmutation

 

reduce person spell pathfinder wrath of the righteous wiki guide 64pxReduce Person

Transmutation

 

cure light wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65px Cure Light Wounds

Conjuration

 

inflict light wounds necromancy icon azata mythic spell pathfinder wrath of the righteous wiki guide 65pxInflict Light Wounds

Necromancy

 

summon monster zero icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65pxSummon Monster I

Conjuration

 

boneshaker spell pathfinder wrath of the righteous wiki guide 64pxBoneshaker

Necromancy

 

ear piercing scream spell pathfinder wrath of the righteous wiki guide 64pxEar-Piercing Scream

Evocation

 

sleep spell pathfinder wrath of the righteous wiki guide 64pxSleep

Enchantment

 

hypnotism spell pathfinder wrath of the righteous wiki guide 64pxHypnotism

Enchantment

 

snowball spell pathfinder warth of the righteous wiki guide 64pxSnowball

Conjuration

 

command enchantment icon azata mythic spell pathfinder wrath of the righteous wiki guide 65px Command

Enchantment

 

mage armor spell pathfinder wrath of the righteous wiki guide 64pxMage Armor

Conjuration

 

remove sickness conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minRemove Sickness

Conjuration

 

ray of enfeeblement necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minRay of Enfeeblement

Necromancy

 

 

 

 

 

Level 2

blindness spell pathfinder wrath of the righteous wiki guide 64pxBlindness

Necromancy

 

cure moderate wounds icon conjuration spell pathfinder wrath of the righteous wiki guide 65pxCure Moderate Wounds

Conjuration

 

inflict moderate wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Moderate Wounds

Necromancy 

 

pernicious poison spell necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxPernicious Poison

Evocation

 

scare spell pathfinder wrath of the righteous wiki guide 64pxScare

Necromancy

 

molten orb spell pathfinder wrath of the righteous wiki guide 64pxMolten Orb

 Evocation 

 

summon monster ii spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster II

Conjuration

 

web spell pathfinder wrath of the righteous wiki guide 64pxWeb 

Transmutation

 

gitter dust spell pathfinder wrath of the righteous wiki guide 64pxGlitterdust 

Evocation

 

see invisibility spell pathfinder wrath of the righteous wiki guide 64px See Invisibility  

Divination

 

hold person spell pathfinder wrath of the righteous wiki guide 64pxHold Person 

Enchantment

 

pox pustules spell necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxPox Pustules 

Necromancy

 

 

 

 

 

Level 3

deep slumber enchantment spells wrath of the righteous wiki guideDeep Slumber 

Enchantment

 

vampiric touch spell pathfinder kingmaker wiki guide 64pxVampiric Touch 

Necromancy

 

heroism spell pathfinder wrath of the righteous wiki guide 64pxHeroism 

Enchantment

 

spit venom transmutation icon spell pathfinder wrath of the righteous wiki guide 65pxSpit Venom 

Transmutation

 

natures exile transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minNature's Exile 

Transmutation

cure serious wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Serious Wounds 

Conjuration

 

inflict serious wounds icon necromancy spell pathfinder wrath of the righteous wiki guide 65pxInflict Serious Wounds 

Necromancy

 

lightning bolt spell pathfinder wrath of the righteous wiki guide 64pxLightning Bolt 

Evocation

 

stinking cloud spell pathfinder kingmaker wiki guide 64pxStinking Cloud 

Conjuration

 

ray of exhaustion necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minRay of Exhaustion 

Necromancy

rage pathfinder wrath of righteousRage

Enchantment

 

summon medium beer elemental icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65px Summon Monster III 

Conjuration

 

cape of wasps conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCape of Wasps

Conjuration

 

bestow curse greater necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxBestow Curse 

Necromancy

 

remove blindness conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRemove Blindness 

Conjuration

 

remove curse spell pathfinder wrath of the righteous wiki guide 64pxRemove Curse 

Abjuration

 

remove disease conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRemove Disease 

Conjuration

 

 

 

 

Level 4

death ward necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxDeath Ward 

Necromancy

 

dimension door spell pathfinder wrath of the righteous wiki guide 64pxDimension Door 

Conjuration

 

enervation spell pathfinder wrath of the righteous wiki guide 64pxEnervation 

Necromancy

false life greater spell pathfinder wrath of the righteousr wiki guide 64pxFalse Life, Greater 

Necromancy

 

ice storm spell pathfinder wrath of the righteou wiki guide 64pxIce Storm 

Evocation

 

phantasmal killer spell pathfinder wrath of the righteous wiki guide 64pxPhantasmal Killer 

Illusion

summon monster iv spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster IV 

Conjuration

 

inflict critical wounds necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Critical Wounds 

Necromancy

 

volcanic storm spell pathfinder wrath of the righteouswiki guide 64pxVolcanic Storm 

Evocation

fear spell pathfinder wrath of the righteous wiki guide 64pxFear 

Necromancy

 

symbol of revelation divination icon spell pathfinder wrath of the righteous wiki guide 65px minSymbol of Revelation 

Divination

 

touch of slime conjuration icon spell pathfinder wrath of the righteous wiki guide 65px minTouch of Slime 

Conjuration

 

 

 

 

 

Level 5

summon large beer elemental icon trickster mythic spell pathfinder wrath of the righteous wiki guide 65pxSummon Monster V 

Conjuration

 

hold monster enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxHold Monster 

Enchantment

 

dominate person enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxDominate Person 

Conjuration

cloudkill spell pathfinder wrath of the righteous wiki guide 64pxCloudkill 

Necromancy

 

waves of fatigue necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxWaves of Fatigue 

Necromancy

 

feeblemind enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxFeeblemind 

Enchantment

inflict light wounds necromancy icon azata mythic spell pathfinder wrath of the righteous wiki guide 65pxInflict Light Wounds, Mass 

Necromancy

 

mind fog enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxMind Fog 

Enchantment

 

warcking ray necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minWracking Ray 

Necromancy

cave fangs abjuration icon spell pathfinder wrath of the righteous wiki guide 65px minCave Fangs 

Abjuration

 

baleful polymorph transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minBaleful Polymorph 

Transmutation

  

 

 

 

Level 6

banshee blast necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minBanshee Blast 

Necromancy

 

slay living necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxSlay Living 

Conjuration

 

cure light wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Light Wounds, Mass 

Conjuration

 

inflict light wounds necromancy icon azata mythic spell pathfinder wrath of the righteous wiki guide 65pxInflict Light Wounds, Mass 

Necromancy

 

 

cloak of dreams enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minCloak of Dreams 

Enchantment

 

eyebite necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxEyebite 

Necromancy

 

fester mass necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxFester, Mass 

Necromancy

 

stone to flesh spell pathfinder wrath of the righteous wiki guide 64pxStone to Flesh 

Transmutation

hellfire ray evocation icon spell pathfinder wrath of the righteous wiki guide 65pxHellfire Ray

Evocation

 

heroism greater enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxHeroism, Greater 

Enchantment

 

dispel maigc greater icon spell pathfinder wrath of the righteous wiki guide 65px minDispel Magic, Greater 

Abjuration

 

summon monster vi spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster VI 

Conjuration

plague storm necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minPlague Storm 

Necromancy

 

raise dead conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxRaise Dead 

Conjuration

 

true seeing spell pathfinder wrath of the righteous wiki guide 64pxTrue Seeing 

Divination

 

phantasmal putrefaction illusion icon spell pathfinder wrath of the righteous wiki guide 65px minPhantasmal Putrefaction

Illusion

 

 

 

 

Level 7

bestow curse greater necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxBestow Curse, Greater 

Necromancy

 

chain lightning evocation icon spell pathfinder wrath of the righteous wiki guide 65pxChain Lightning 

Evocation

 

cure moderate wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Moderate Wounds, Mass 

Conjuration

 

inflict moderate wounds conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Moderate Wounds, Mass 

Necromancy

 

walk through space illusion icon spell pathfinder wrath of the righteous wiki guide 65px minWalk through Space 

Conjuration

 

harm necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxHarm 

Conjuration

 

heal conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxHeal 

Conjuration

 

hold person mass enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxHold Person, Mass 

Enchantment

 

summon monster vii spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster VII 

Conjuration

 

waves of ecstacy spell pathfinder kingmaker wiki guide 64pxWaves of Ecstasy 

Enchantment

ice body transmutation icon spell pathfinder wrath of the righteous wiki guide 65pxIce Body 

Transmutation

 

insanity enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxInsanity 

Enchantment

 

legendary proportions transmutation icon spell pathfinder wrath of the righteous wiki guide 65pxLegendary Proportions 

Transmutation

 

true seeing spell pathfinder wrath of the righteous wiki guide 64pxTrue Seeing, Communal 

Divination

umbral strike necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxUmbral Strike 

Necromancy

 

primal regression enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minPrimal Regression 

Enchantment

 

poison breath evocation icon spell pathfinder wrath of the righteous wiki guide 65px minPoison Breath 

Evocation

 

power word blind enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minPower Word Blind 

Enchantment

 

 

 

Level 8

death clutch necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxDeath Clutch 

Necromancy

 

mind blank abjuration icon spell pathfinder wrath of the righteous wiki guide 65pxMind Blank 

Abjuration

 

prediction of failure divination icon spell pathfinder wrath of the righteous wiki guide 65px minPrediction of Failure 

Divination

 

cure serious wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Serious Wounds, Mass 

Conjuration

 

inflict serious wounds necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minInflict Serious Wounds, Mass 

Necromancy

 

stormbolts evocation icon spell pathfinder wrath of the righteous wiki guide 65px minStormbolts 

Evocation

 

frightful aspect transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minFrightful Aspect 

Transmutation

 

summon monster viii spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster VIII 

Conjuration

 

power word stun enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minPower Word Stun 

Enchantment

 

horrid wilting necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxHorrid Wilting 

Necromancy

 

rift of ruin conjuration spell pathfinder wrath of the righteous wiki guide 65pxRift of Ruin 

Conjuration

 

 

 

 

 

 

Level 9

cure critical wounds mass conjuration icon spell pathfinder wrath of the righteous wiki guide 65pxCure Critical Wounds, Mass 

Conjuration

 

inflict critical wounds necromancy icon spell pathfinder wrath of the righteous wiki guide 65pxInflict Critical Wounds, Mass 

Necromancy

 

hold monster mass enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxHold Monster, Mass 

Enchantment

 

summon monster ix spell pathfinder wrath of the righteous wiki guide 64pxSummon Monster IX 

Conjuration

 

dominate monster enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxDominate Monster 

Enchantment

 

mind blank communal abjuration icon spell pathfinder wrath of the righteous wiki guide 65pxMind Blank, Communal 

Abjuration

foresight divination icon spell pathfinder wrath of the righteous wiki guide 65pxForesight 

Divination

 

heroic invocation enchantment icon spell pathfinder wrath of the righteous wiki guide 65pxHeroic Invocation 

Enchantment

 

wail of the banshee necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minWail of the Banshee 

Necromancy

polar midnight transmutation icon spell pathfinder wrath of the righteous wiki guide 65px minPolar Midnight 

Transmutation

 

power word kill enchantment icon spell pathfinder wrath of the righteous wiki guide 65px minPower Word Kill 

Enchantment

 

 soulreaver necromancy icon spell pathfinder wrath of the righteous wiki guide 65px minSoulreaver 

Necromancy

 

 

 

Witch Spells Pathfinder: Wrath of the Righteous

Quick Search of All Witch Spells

Spell School Description Level
Daze Enchantment This spell clouds the minds of a humanoid creature with 4 of fewer Hit Dice so that it takes no actions. Humanoids of 5 or more hD are not affected.  0
Resistance Abjuration You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.  0
Touch of Fatigue Necromancy You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target. The subject is immediately fatigued for the spell's duration.

This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell's duration expires.
0
Guidance Divination This spell imbues the subject with a touch of divine guidance.

The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.
0
Light Evocation This spell causes a touched party member to glow like a torch, shedding normal light in a 20-foot radius from the point touched. 0
Cure Light Wounds Conjuration When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since the undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. 1
Ear-Piercing Scream Evocation You unleash a powerful scream, inaudible to all but a single target. The target is dazed for 1 round and takes 1d6 points of sonic damage per two caster levels (maximum 5d6). A successful save negates the daze effect and halves the damage.  1
Mage Armor Conjuration An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4  armor bonus to AC. 1
Cause fear Necromancy The affected creature becomes frightened. If the subject succeeds at a Will save, it is shaken for 1 round. Creatures with 6 or more HD are immune t this effect. Cause fear dispels remove fear. 1
Command Enchantment You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options. 

Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement normal. 

Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.

Flee: On its turn, the subject falls to the ground and remains prone for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. 

Halt: The subject stands in place for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal. 

Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
1
Enlarge Person Transmutation This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. Melee and ranged weapons used by this creature deal more damage. 

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target's speed. 

Enlarge person dispels Reduce Person
1
Hypnotism Enchantment Your gestures and droning incantation fascinate nearby living creatures, causing them to stop and stare blankly at you in a dazed condition. Roll 2d4 to see how many total HD of creatures you affect.  1
Inflict Light Wounds Necromancy  When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5). 

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. 
1
Ray of Enfeeblement Necromancy A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6 +5). The subject's Strength score cannot drop below 1. A successful Fortitude save reduces this penalty by half. This penalty does not stack with itself. Apply the highest penalty instead. 1
Ray of Sickening Necromancy The subject is immediately sickened for the spell's duration. a successful Fortitude save negates the effect. 1
Reduce Person Transmutation This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.

Reduce person dispels Enlarge Person.
1
Sleep Enchantment A sleep spell causes a magical slumber to come upon 4 of creatures. Creatures with the fewest are affected first. Among creatures with equal , those who are closest to the spell’s point of origin are affected first. that are not sufficient to affect a creature are wasted. Sleeping creatures are. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a (an application of the action). Sleep does not target creatures or creatures 1
Remove Sickness Conjuration You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects.

If the subject is already under the influence of one these effects when receiving the spell, that effect is suppressed for the duration of the spell.
1
Snowball Conjuration You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round 1
Boneshaker Necromancy You take control of a target living creature's skeleton. A creature has its skeleton rattle within its flesh causing grievous harm. The target takes 3d6 points of damage, plus 1d6 additional points of damage per 2 caster level.  1
Summon Monster I Conjuration This spell summons an extraplanar dog. It appears where you designate and acts according to its initiative check results. It attacks your opponents to the best of its ability. 1
Blindness Necromancy You call upon the powers of unlife to render the subject blinded. 2
Cure Moderate Wounds Conjuration When laying your hand upon a living creature, you channel positive energy that cures 2d8 points of damage +1 point per caster level (maximum +10). Since undead are powered of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.  2
Glitterdust Conjuration A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by dust, which cannot be removed and continues to sparkle until it fades. Each round at the end of their turn, blinded creatures may attempt new saving throws to end the blindness effect. 

Any creature covered by the dust takes a -40 penalty on Stealth. 
2
Hold Person Enchantment The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect.  2
Inflict Moderate Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 2d8 points of damage +1 point per caster level (maximum +10). 

Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. 
2
Molten Orb Evocation You create a fist-sized, red-hot ball of molten metal that you immediately hurl as a splash weapon. A direct hit deals 2d7 points of fire damage. Every creature within 5 feet if where the ball hits takes1d6 points of fire damage from the splash (Reflex half). Each of these creatures takes an additional 1d7 points of fire damage each round for the next 1d3 rounds.  2
Pernicious Poison Necromancy You weaken the target's defenses against poison. The target gains a -4 penalty on saves against poison. Attempts to cure the poisoned target take a -4 penalty. 
Pox Pustules Necromancy You inflict a painful, itching rash on the target creature. The target is sickened and takes a -4 to Dexterity (this penalty cannot lower Dexterity below 0). 2
Scare Necromancy All living targets of less than 6HD are frightened for 1 round per level (shaken for 1 round on will save). Dispels remove fear 2
See Invisibility Divination You can see any objects or being that are invisible within your range of vision. 2
Summon Monster II Conjuration This spell summons an extraplanar wolf or 1d3 extraplanar dogs. The summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 2
Web Conjuration Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spiderwebs but far larger and tougher. Creatures caught within a web become grappled by the sticky fibers. 

Anyone in the effect's area where the spell is cast must make a Reflex save. If this save succeeds, the creature is inside the web but is otherwise unaffected. If the save fails, the creature gains the grappled condition but can break free by making a combat maneuver check, Athletics check, or Mobility check as a standard action against the FC of this spell. the entire area of the web is considered difficult terrain. Anyone moving through the webs must make a Reflex save each round. Creatures that fail lose their movement and become grappled in the first square of webbing that they enter.
2
Deep Slumber Enchantment This spell functions like sleep, except that it affects 10 HD of targets. 

Sleep: A sleep spell causes a magical slumber to come upon 4 HD of creatures, and those who are closest to the spell's point of origin are wasted. Sleeping creatures are helpless. Wounding awakens an affected creature, but normal noise does not. Sleep does not target unconscious creatures, constructs, or undead creatures.
3
Bestow Curse Necromancy You place a curse on the subject. Choose one of the following:

Cure of Feeble Body -- The subject suffers a -6 penalty to Constitution score. 

Cure ofWeakness -- The subject suffers a -6 penalty to Strength and Dexterity scores.

Curse of Idiocy -- The subject suffers a -6 penalty to Intelligence, Wisdom, and Charisma scores.
3
Cure Serious Wounds Conjuration When laying your hand upon a living creature, you channel positive energy that cures 3d8 points of damage +1 point per caster level (maximum +15). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.  3
Bestow Curse Necromancy You place a curse on the subject. -- The subject suffers a -6 penalty to Constitution score. 

Curse of Weakness -- The subject suffers a -6 penalty to Strength and Dexterity scores. 

Curse of Idiocy -- The subject suffers a -6 penalty o Intelligence, Wisdom, and Charisma scores.
3
Heroism Enchantment This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks. 3
Inflict Serious Wounds Necromancy When laying your hand upon a creature, you channel negative energy that deals 3d8 points of damage + 1point per caster level (maximum +15). Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it. 3
Lightning Bolt Evocation You release a powerful stroke of electrical energy that deals 1d6 points of electricity damager per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. 3
Nature's Exile Transmutation This spell curses the creature touched, making it inimical to the natural world. All animals have an initial attitude of hostile toward the target. If the target has an animal companion, it does not become hostile, but as long as the target remains cursed, their animal companion takes a -2 on all attack rolls, skill checks, and saving throws. The target also takes a -10 penalty on Lore (Nature) skill checks as the weather and environment themselves seem to conspire to cause trouble. Nature's exile can be removed with break enchantment, limited wish, miracle, remove cures, or wish. 3
Rage Enchantment Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a -2 penalty to AC. The effect is otherwise identical with a barbarian's rage except that the subjects aren't fatigued at the end of the rage. While in rage, the subject cannot use spells. 3
Ray of Exhaustion Necromancy A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target. 

The subject is immediately exhausted for the spell's duration. A successful Fortitude save means the creature is only fatigued. 

A character that is already fatigued becomes as well exhausted. 

This spell has no effect on a creature that is already exhausted.  Unlike normal exhaustion or fatigue, the effect ends as soon as the spell's duration expires.
2
Remove Blindness Conjuration Remove blindness cures blindness, whether the effect is normal or magical in nature. 3
Remove Curse Abjuation Remove curse can remove all curses on an object or a creature. If the target is a creature, you must make a caster level check 1d20 + caster level) agisnt the DC of each curse affecting the target. Success means that the curse is removed. 3
Remove Disease Conjuration Remove disease can cure all diseases from which the subject is suffering. You must make a caster level check (1d20 + caster level) against the DC of each disease affecting the target. Success means that the disease is cured.  3
Spit Venom Transmutation You spit a stream of venom at a target using ranged touch attack. If the venom hits, it causes blindness for one round. The target must also save or be poisoned by black adder venom; the DC in successive rounds of the poison is equal to the spell's DC. 3
Stinking Cloud Conjuration Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become neauseated. This condition last as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separaetely for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round. This is a poison effect. 3
Summon Monster III Conjuration This spell summons an extraplanar monitor lizard, 1d3 explanar wolce, or 1d4+1 extraplanar dogs. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 3
Vampiric Touch Necromancy You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum `0s6). You gain temporary hit points equal to the damage you deal. The temporary hit points disappear 1  hour later. 3
Cape of Wasps Conjuration You summon a wasp swarm, which does not attack you. The dense cloud of vermin gives you partial concealment against ranged attacks. Any creature that makes a successful melee attack against you takes 2d6 points of sward damafge and poison from the wasp swarm, but is not affected by the swarm's distraction ability.  3
Confusion Enchantment This spell causes confusion in the targets, making them unable to determine their actions. Roll d100 and consult the following table at the start of each subject's turn each round to see what it does in that round. 
01-25: Acts normally
26-50: Does nothing that babble incoherently
51-75: Deals 1d8 points of damage + Str modified to self with item in hand
76-100: Attacks nearest creature (for this purpose, a familiar counts as part of the subject's self)
4
Crushing Despair Enchantment Qn invisible cone of despair causes great sadness in the subjects. Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls. Crushing despair dispels good hope. 3
Cure Critical Wounds Conjuration When laying your hand upon a living creature, you channel positive energy that cures 4d8 points of damage +1 point per caster level (maximum +20). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance and can attempt a Will save to take half damage.  4
Death Ward Necromancy The subject gains a +4 morale bonus on saves against all death spells and magical death effects. The subject is immune to energy drain and any negative energy effects, including channeled negative energy. This spells does not remove negative levels that the subject has already gained and does not protect against other sorts of attacks, even if attacks might be lethal. 4
Dimension Door Conjuration You instantly transfer yourself from your current location to any other spot within range. You may also bring with you all friendly creatures within a 10-foot radius around you. 4
Enervation Necromancy You point your finger and fire a black ray of negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. IF you hit, the subject gains 1d4 temporary negative levels.Negative levels stack. Assuiming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have .  chacne of becoming permanent, but the negative levels from generation don't last long enough to do so. An undead creature struck by the ray gains 1d4 x 5 temporary hit points per 1 hour. 4
False Life, Greater Necromancy This spell functions as false life,e except you gain temporary hit points equal to 2d10+1 point per caster level ( maximum +20). 4
Fear Necromancy An invisible cone of terror causes each living creature in the area to become frightened unless it succeeds at a Will save. If the Will save succeeds, the creature is shaken for 1 round.  4
Ice Storm Evocation Great magical hailstones pound down upon casting this splll, dealing sd6 points of bludgeoning damage and 2d6 pointa od cold adamge to every creature in the area. This damage only occurs once, when spell is cast. For the remaining duration of the spell, heavy snow and sleet rains down in the area. Creatures inside this area take a -4 Pentalty on Perception skill checks and the entire area is treated as difficult terrain. AT the end of the duration, the snow and hail disappear, leaving no aftereffects ( other than the damage dealt)/  4
Inflict Critical Wounds Necromancy When laying your hand upon a creature, you channale negative energy that deals 4d8 points of damage +1 point per caster level (maximum +20). Since undead area powered by negative energy, this spells cures such a creature of a like amount of damage, rather than harming it.  4
Phantasmal Killer Illusion You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject's subconscious mind into something that its consciour mind can visualize: this most horrible beast. Only the spell's subject can see the phantasmal killer. You see only a vague shape. The target first gets a phantasmal killer. You only see a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must sccceed at a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.  4
Summon Monster IV Conjuration This spell summons an extraplanar dire wold, 1d3 explanar monitor lizards, or 1d4+1 explanar wolves. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 4
Symbol of Revelation Divination This rune is only activated by invisible creatures, creatures affected by an illusion effect, creatures with the shapechanger subtype, or creatures that have magically changed their shape. These creatures are under effect of Faerie Fire spell, this effect lasts for 10 minutes per caster level; the symbol does not otherwise reveal their true form. Once triggered, a symbol of revelation remains active for 10 minutes per caster level. Faerie Fire: A pale glow surrounds and outlines the subjects. Outlines subjects shed light as candles. Creatures outlined bt faerie fire take a -20 penalty on all Stealth checks. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility , or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light.  4
Touch of Slime Conjuration You create a coating of slime on your hand. When you make a successful melee touch attack with the slime, it pulls free of you and sticks to the target, at which point it acts like green slime, dealing 1s3 points of Constitution damage per round. Freezing, burning, and remove disease destroys this slime. It cannot transfer to creature other than the original target, and it dies if separated from the original target or if the target dies. Only living creature can be the target of this spell.  4
Volcanic Storm Evocation Chunks of hot volcanic rock and clumps of ash pound down when this spell is cast, dealing 3d6 points of bludgeoning damage and 2d6 points of fire damage to every creature in the area. This damage only occurs once when the spell is cast. For the remaining duration of the spell, heavy ash rains down in the area. Creatures inside this area take a -4 penalty on perception skill checks and the entire area is treated as difficult terrain. At the end of the duration, the rock and ash disappear, leaving no aftereffects (other than the damage dealt).  4
Summon Monster V Conjuration This spell summons 1d3 extraplanar dire wolves, 1d4+1 extraplanar monitor lizards, or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check. 5
Baleful Polymorph Transmutation You change the subject into a dog. It can't attack, its Intelligence, Wisdom, and Charisma scores drop to 1, and it loses any ability it had to cast spells aor use spell-like abilities, Its movement speed is increased by 10 feet though.

Any polymorph effects on the target are automatically dispelled when a target fails to resist the effects of abaleful polymorph, and as long as baleful polymorph remains in effect, the target cannot use other polymorph spells or effects to assume a new form. Bale polymorph its a curse effect. Incorporeal creatures are immune to baleful polymorph. 
5
Break Enchantment Abjuration The spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. Break enchantment only works on spells of 5th level or lower. 5
Cave Fangs Conjuration You create a magical trap in the area that causes deadly. stalactites or stalagmites to "bite' an intruder. The magical trap is triggered whenever an enemy creatures moves through the affected area. The effect of cave fangs depends on whether you create stalacities or stalagmites(see below). You can place these traps anywhere within close range as free action the duration of the spell; the trap's radius is 5 feet. Each time you place a trap, the spell's duration is reduced by 10 minutes. 

Stalactites: Shards of rock drop from above, dealing 3s8 points of bludgeoning and piercing damage (Reflex hald). A creature that fails its Reflex save is pinned to the ground under stalctites and rubble, gaining the entangled condition until it can free itself with a successful DC 15 Strength check or DC 20 Mobility check.

Stalagmites: Piercing spires of rock erupt up from the ground, dealing ed8 points of piercing damage and knocking the creature prone( a successful Reflex saving throw halves this damage and avoids being knocked prone). Once the stalagmites appear, they function thereafter as spike stones for 1 minute per caster level and then crumble to dust. 
5
Cloudkill Conjuration This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.

The cloudkill moves away from you at 10 feet per round in the direction you are facing, rolling along the surface of the ground.
5
Dominate Person Enchantment you can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However this creature will try to throw out the domination, making a Will save each round. 5
Feeblemind Enchantment The target creature's Intelligence and charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma- based skills or cast spells. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal or break enchantment spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizrd, takes a -4 penalty on its saving throw. 5
Hold Monster Enchantment Thsi spellfuncitons like hold person, except that it affects any living creature that fails its Will save. 

Hold Person: The subject becomes paralyzed and freezes in place.IT is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect. 
5
Inflict Light Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies.

Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 
5
Mind Fog Enchantment Mind fog produces a bank of thin mst that weakens the mental resistance of those caught in it.Creatures in the mind fog take a -10 penalty on Wisdom checks and Will saves. A creature that successfully savse against the dog is not affected and need not make further saves even if it remains in th dog. Affected creature take the penalty as long as they remain in the dog and for 2d6 rounds there after.  5
Summon Monster V Conjuration This spell simmons 1d3 extraplanar dre wolves, 1d4+1 extraplanar monitor lizards or one extraplanar redcap if you are evil or one extraplanar bralani azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.  5
Waves of Fatigue Necromancy  Waves of negative energy render all living creatures in the spell's area fatigued. This sell has no effect on a creature that is already fatigued.  5
Wracking Ray Necromancy A ray of sickyl greenish-gray negative energy issues forth from the palm of your hand.

Make a ranged touch attack against the target. A creature hit by this spell is wracked by painful spasms as it muscles and sinews wither and twist.

The subject takes 1d4 points of Dexterity and Strength damage per 3 caster levels you possess (maximum 5d4 each). This spell cannot reduce an ability score below 1, A successful Fortitude save halves the damage. 
5
Banshee Blast Necromancy You create a cone of spectral energy resembling screaming elven ghosts that deals 1d4 points of daage per caster level (maximum 15d4);  a successful Reflex save halves this damage. Any creature that fails its Reflex save must  succeed at a Will save or become panicked. 6
Cloak of Dreams Enchantment You are surrounded by a soporic aroma that causes all living creatures within 5 feet of you to make a successful Will save each round or fall asleep for 1 minute. Sleeping creatures are helpless but wake up after being wounded.  6
Cure Light Wounds, Mass Conjuration You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) on each creature in the radius. Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.  6
Dispel Magic, Greater Abjuration This functions as dispel magic, except that it affects everything within a 20-foot-radius burst or it can dispel multiple spells, starting with the highest level spells and proceed to lower level spells. 

Dispel Magic:You can use dispel magic to end one ongoing spell that has been cast on a creature or one area effect from a spell in the selected point. 
6
Eyebite Necromancy Each round, you can target a single living creature, striking it with waves of power. Depending on the target's HD, this attack has as many as three effects:

If the target'sHD is 10 or more, it is sickened for 10 minutes per caster level.

If the target's HD is 5-9, it is frightened and sicked for 10 minutes per caster level. 

If the target's HD is 4 or less, it is paralyzed , frightened, and sickened.

The effects are cumulative and concurrent for 10 minutes per caster level. 

You must spend a swift action each round after the first to target a foe.
6
Fester, Mass Necromancy This spell functions as fester, except that it affects multiple foes. Fester: Necrotic energy permeates the target, blocking healing abilities. The subject gains Spell Resistance equal to 12 + your caster level against effects that restore hit point s or grant temporary hit points. If the target succeeds on a Fortitude saving throw, fester lasts only a single round. 6
Hellfire Ray Evocation A blast of hellfire blazes from your hands. You can fire one ray, plus on additional ray for every 4 caster levels beyond 11th (to a maximum of three rays at 19th level). Each ray requires a ranged touch attack to hit deals 1d6 points damage ira diew smge., but the other half results directly form unholy power and is therefore not subject to being reduced by fire resistance, 6
Heroism, Greater Enchantment This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20). 6
Inflict Light Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 1s8 points of damage + 1 point per caster level (maximum +25) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging the. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 6
Phantasmal Putrefaction Illusion You implant within the minds of your targets the illusion that their skin is rotting away, large rents are appearing all over their bodies, and their internal organs are spilling out into a putid half-liquid mass at their feet. Those who fail to disbelieve phantasmal putrefaction immediately take 1d4.This damage occurs only once. Each round at the beginning of its turn, an affected target receives another Will save to disbelieve the effect, and targets that fail must succeed at a Fortitude save or faint, falling asleep as per sleep (except that it isn’t a magical sleep effect). Waking up doesn’t end the spell for a target; it must continue to attempt Will saves to disbelieve and Fortitude saves to avoid fainting each round until the spell ends or the target successfully disbelieves.Targets of the spell perceive everyone else around them to be rotting away, but other creatures see no visible effect of the spell, so they, in addition to those who disbelieve, can communicate the nature of the illusion to allies, providing those allies with a +4 bonus on the saving throw to disbelieve. 6
Plague Storm Necromancy You create a hideous gray cloud, similar to fog cloud, that occasionally crackles with foul-smelling bolts of sickly green lightning. Creatures in the area must save or contract one of the following diseases: blinding sickness, bubonic plague, cackle fever, demon fever, devil chills, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (the disease is chosen by you when you cast the spell and applies to all creatures that fail the save). The disease is contracted immediately (the onset period does not apply) and is an instantaneous effect. The citim also takes a -2 penalty on saving throws against diseases. Unlike a fog cloud, the plague storm moves away from you at 10 feet per round, rolling along the surface of the ground.Blinding Sickness effect: 1d4 Str damage, target must make an additional Fort save or be permanently blindedBubonic Plagueeffect: 1d4 Con damage and target is fatiguedCackle Fever effect 1d6 Wis damageMindfire effect: 1d4 Int damageShakes effect: 1d8 Dex damage 6
Raise Dead Conjuration You restore life to a deceased party member. A raised creature has a number of hit points equal to its current HD. Raise dead also removes the death's door condition. Coming back from the dead is an ordeal. The subject of th spell gains two permanent negative levels when it is raised, just as if it had been hit by an energy-draingin creature, thought it can not gain a number of negative levels qual to or greater than its total Hit Dice this way.A creature whose permanent negative levels already equal its Hit Dice cannot be brought back to life through raise dead. 6
Slay Living Necromancy You can attempt to slay anyone living creature. When you cast this spell, your hand seethes with eerie dark fire. You must succeed on a elee touch attack to touch the target. The target takes 12d6 points of damage + 1 point per caster level. If the target's Fortitude saving throw succeeds, it instead takes 3d6 points of damage +1 point per caster level. The subject might die from damage even if it succeeds at its saving throw. 6
Stone to Flesh Transmutation This spell restores a petrified creature to its normal state, restoring its life. 6
Summon Monster VI Conjuration This spell summons 1s3 extraplanar redcaps if you are evil or d3 extraplanar bralani azatas if you are not, 1d4+1 extraplanar dire wolvse, or one extraplanar soul eater if you are evil or one extraplanaraxiomite if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 6
True Seeing Divination You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures normally. 6
Bestow Curse, Greater Necromancy You place a curese on the subject. Choose one of the following: Greater Curse of Feeble Body -- The subject suffers a -12 penalty to Constitution score.Greater Curse of Weakness -- The subject suffers a -12 penalty to Strangth and Dexterity scores.Greater Curse of Idiocy -- The subject suffers a -12 penalty to Interlligence, Wisdom, and Charisma scores.Gretuer Curse of Deterioration -- The subject suffers a -8 penalty on attack rolls,saves, ability checks, and skill checks.  7
Chain Lightning Evocation This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets. The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6 ) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal as much damage as the primary bolt. Each target can attempt a Reflex saving throw for half damage. Secondary targets must be within 30 feet of the primary target, and no target can be struck more than once. 7
Cure Moderate Wounds, Mass Conjuration You channel positive energy to cure 2d8 points of damage +1 point per caster level (maximum +30) on each creature in the radius. Like other cure spells, mass cure moderate wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. 7
Harm Necromancy Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount. If used on an undead creature, harm acts like heal.  7
Heal Conjuration Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzles, diseased, exhausted, fatigued, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level. 

Heal does not remove negative levels or restore permanently drained ability score points. 

If used against an undead creature, heal instead acts like harm.
7
Hold Person, Mass Enchantment This spell functions like hold person, except it targets all hostile creatures within a 30-foot radius from the target. Hold Person: The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt  anew saving two to end the effect. 7
Ice Body Transmutation Your form tramutes into living ice, granting you several abilities. You gain immunity to cold, vulnerability to fire and damage reduction 5/ magic. You are immune to ability score damage, blindness, critical hitsm disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your phsiologu or respiration, because you have no physiology to respiration while this spell is in effect. You cannot drink ( and thus can't use potions.Your unarmed attack deals damage equal to a club sized for you (1d4 for Small character or 1d6 for Medium characters) plus 1point of cold damage, and you are considered armed when making unarmed attacks.  7
Inflict Moderate Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 2d8 points of damage +1 point per caster level (maximum +30) to nearby living enemies. Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.  7
Insanity Enchantment The affected creature suffers from a continuous confusion effect, as the spell.Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature. 7
Legendary Proportions Transmutation You call upon the primordial power of ancient megafauna to boost the size of your target. Because of its connection to living creatures of the distance past, the spell does not function on outsiders, undead, and summoned creatures. Your target grows to legendary proportions, increasing in size by two categories. The creature's height doubles and its weight increases by a factor of 12. The target gains +6 size bonus to its natural armor, and DR 10/ adamantine. Melee and ranged weapons used by this creature deal more damage.  7
Poison Breath Evocation You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell.

Poisom: Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successfulmelee touch attack. This poison deals 1d3 Constitution damage per round to negate the damage and end the affliction.
7
Power Word Blind Enchantment You utter a single word of a power that causes a creature to become blinded, whether the creature can hear the word of not.The duration of the spell depends don't eh target's current hit point total. Any creature that currently has 201 or more hit points is unaffected. For 50 or less HP, th effect is permanent; for 51-100 HP. the duration is 1d4+1 ,omites; for 101-200 HP, the duration is 1d4+1 rounds.  7
Primal Regression Enchantment This spell sequesters the targets' ability for higher reasoning, allowing their darker impulses to come to the fore. An affected target becomes a ravening monster -- savage, bloodthirsty and brutish. Until the spell ends, the targts have all of the following benefits and drawbacks.The targets' Intelligence and Charisma scores drop to 1, and they are unable to cast spells.The targets take a -4 penalty on Will saves.The targets gain a +6 enhancement bonus to Strngth, a +2 natural armor bonus to AC, and 2d8 temporary hit points. These temporary hit points disappear at the end of the spell's duration. When the spell ends, on the next round each affected creature must succeed at a Will saving throw or take 1d4 points of Intelligence drain and 1d4 points of Charisma damage.  7
Summon Monster VII Conjuration This spell summons 1d3 extraplanar soul eaters if you are evil and 1d3 extraplanar aciomites if you are not, 1d4+1 extraplamar redcaps if you are evil and 1d4+1 extra planar bralani azatas if you are not, or one bogeyman. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability. 7
True Seeing, Communal Divination You and all your allies within 30 feet are under True Seeing spell.

True Seeing: You confer on the subject the ability to see all things as they actually are. The subject sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures normally.
7
Umbral Strike Necromancy You create a bolt of dark energy and use it to make a ranged touch attack that ignores concealment (but not total concealment).

If you hit, the target takes 1d6 points of damage per caster level (maximum 20d6). Half of this damage is cold damage and half of it is negative energy. The bolt's shadow expands and covers the target, rendering them blind for the duration of the spell/ Asuccessful Fortitude save halves the damage and negates the blind condition.
7
Walk through Space Conjuration When under the effects of this spell, you can teleport upt o 30 feet as a move action. You must end this movement in an unoccupied space that you can stand on within line of sight. Alternatively, you can spend a move action to teleport to a standing position from lyring prone. Teleporting does not proivike attacks of opportunity. 7
Waves of Ecstasy Enchantment You emanate waves of intense pleasure that cause all targets within range to falter. Affected creatures are stunned for 1 round and are starggered for the remainder of the spell. A creature that makes it s will save is staggered for the first round and can act normally thereafter.  7
Death Clutch Necromancy Chanting an unholy litany, you reach out with a grasping motion toward your target and cause its heart to leap out of its chest and into your hand. 

A target with 200 or fewer hit points remaining that fails its saving throw instantly killed. 

A target with 201 or more hit points that fails its saving throw manages to keep its heart from leaping out of its chest, but it is still staggered for 1 minute and takes1d4 points of Constitution drain and 1d4 points of Constitudtion bleed. 

Regardless of its current hit points, if the target succeeds at its Frotutde save, ti is still staggered for 1 round as it feels its heart wrenching within its chest. 
8
Cure Serious Wounds, Mass Conjuration You channel positive energy to cure 3d8 points of damage +1 point per caster level (maximum +350) on each creature in radius. Like other cure spells, mass cure serious wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage. 8
Frightful Aspect Transmutation You become a larger, awful version of yourself and take on features that horrify your enemies. You gain the following abilities: a +6 size bonus to Strength, a+4 size bonus to Constitudtion, a +6 natural armor bonus, DR 10 /magic, and spell resistance equial to 10 + half your caster level. You also emit an aura that emanates 30 feet from you. Enemy creatures within the aura are shaken. Each time a creature shaken by this aura hits you with a melee attack. that creature becomes frightened for 1d4 rounds, though at the end of that duration it is no longer affected by this aura. The aura's effect is a fear and mind-affecting effect.  8
Horrid Wilting Necromancy This spell evaporates moisture from the body of each subject living creature, causing flesh to wither and crack and crumble to dust. This deals 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points damage per caster level (maximum 20d8). 8
Inflict Serious Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 3d8 points of damage +1 point per caster level (maximum +35) to nearby living enemies. 

Like other inflict spells, it cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 
8
Mind Blank Abjuration This spell grants a +8 resistance bonus on saving thws against all mind-affecting spells and effects.  8
Power Word Stun Enchantment You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target's current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun. For 50 or less HP, the duration is 4d4 rounds; for 51-100 HP, the duration is 2d4 rounds; for 101-150 HP, the duration is 1d4 rounds. 8
Prediction of Failure Divination You wrack the target's body and mind with the anguish and suffering of every bitter failure it will ever experience, rendering it permanently shaken and sickened. A successful Will save reduces the duration to 1 round per level. 8
Rift of Ruin Conjuration This spell tears a rift in reality, creating an extradimational hole with a depth of 60 feet. Since the rift extends into the abyss, it does not displace the original underlying material or allow access to areas below the surface -- you can create the fit on the deck of a ship as easily as in a dungeon floor or the ground of a forest. 

8
Soulreaver Necromancy This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. 8
Summon Monster VIII Conjuration This spell summons 1d3 extraplanar bogeymen, 1d4+1 extraplanar soul eaters if you are not, or one frost giant if you are evil and one movanic deva if you are not. Summoned monsters appear where you designate and act according to their initiative check results. They attack your opponents to the best of their ability.  8
Stormbolts Evocation When you cast this spell, lightning spills forth from your body in all directions. Enemy creatures within the area take 1d9 points of electricity damage per caster level (maximum 20d8) and are stunned for 1 round. A successful Fortitude saving throw halves the damage and negates the stun effect.  8
Cure Critical Wounds, Mass Conjuration You channel positive energy to cure 4d8 points of damage +1 point per caster level (maximum +40) on each creature in the radius. Like other cure spells, mass cure critical wounds deals damage to undead in it s are rather than curing them. EAch affected undead may attempt a Will save for half damage.  9
Dominate Monster Enchantment This spell functions like dominate person, except that the spell is not resprticted by creature type.

Dominate Person: You can make any humanoid creature fight on your side as if it was your ally. It will attack your opponents to the best of its ability. However, this creature will try to throw off the the domination, making a Will save each round. 
9
Foresight Divination This spell grants you a powerful sixth sense. Once foresight is cast, you receive instantaneous warning of impending danger or harm to the subject of the spell. You are never flat-footed. In addition, the spell gives you a general idea of what actio you might take to best protect yourself and gives you +2 insight bonus to AC and on Reflex saves.  9
Heroic Invocation Enchantment Using words of ancient power, you bestow heroic powers on all creatures subject to this spell. They gain a +4 morale bonus on attack and damage rolls, gain 2d8+4 temporary hit points, and become immune to both fear and charm effects for the spells duration. 9
Hold Monster, Mass Enchantment This spell functions lie hold person, except it targets all hostiel livin' creatures within a 30-foot radius from the target and hodlsa nd living creature that fails its Will save.

The subject becomes paralyzed and freezes in place.IT is aware and breathes normally but cannot take any actions, even speech. Each round, the subject may attempt a new saving throw to end the effect.
9
Inflict Critical Wounds, Mass Necromancy Negative energy spreads out in all directions from the point of origin, dealing 4d8 points of damage +1 point per caster level (maximum +40( to nearby lviign enemies. 

Like other inflict spells, it curesundead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells. 
9
Mind Blank, Communal Abjuration This spell functions like mind blank, except it affects all party members and it lasts  for 4 hours. 

Mind Blank: This spell grants a +8 resistance bonus on saving throws against all mind-affecting spells and effects.
9
Polar Midnight Transmutation You plunge an area into the brutal chill of the arctic night. 

All creatures in the are take 5d6 points of cold damage and 1d6 points od Dexterirt damage per round. A successful Fortitude save each rounds negates the Dexterity damage but not the cold damage. 
9
Power Word Kill Enchantment You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.  9
Summon Monster IX Conjuration This spell summons 1d3 extraplanar frost giants if you are evil and 1d3 extraplanar movanic devas if you are not, 1d4+1 bogeymen, or one thanadaemon if you are evil and one ghaele azata if you are not. Summoned monsters appear where you designate and act according to their initiative check results.. They attack your opponents to the best of their ability.  9
Wail of the Banshee Necromancy When you cast this spell, you emit a terrible, soul-chillling scream that possibly kills creatures that hear it (except for yourself), inflicting 10points of damage per caster level. 9
Soulreaver Necromancy This potent death spell deals 1d6 points of damage per caster level (maximum 20d6) to living creatures in the area of effect. 9


 

In Pathfinder: Wrath of the Righteous, Witches learn a number of magic tricks, called Hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.

 

Witch Hex in Pathfinder: Wrath of the Righteous

 

Name

Type

Effects

Ameliorating Hex

The witch can touch a creature to suppress or protect it from negative conditions. The witch chooses one of the following conditions each time she uses this hex: dazzled, fatigued, shaken, or sickened. If the target is or later becomes afflicted with the chosen condition, that condition is suppressed for a number of minutes equal to the witch’s level. Alternatively, the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause the chosen conditions for 24 hours. A creature can benefit from the hex twice in 24 hours, one for each of the two conditions.

Aura of Purity Hex

Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.

Cackle Hex

A witch can cackle madly as a move action. Any creature that is within 30 feet that is under the effects of an agony hex, charm hex, evil eye hex, fortune hex, or misfortune hex caused by the witch has the duration of that hex extended by 1 round.

Evil Eye Hex

The target takes a –2 penalty on one of the following (witch’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for a number of rounds equal to 3 + the witch’s Intelligence modifier. A Will save reduces this to just 1 round.

This is a mind-affecting effect. At 8th level the penalty increases to –4.

Fortune Hex

The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.

Healing Hex

This acts as a cure light wounds spell, using the witch's caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours. At 5th level, this hex acts like cure moderate wounds.

Iceplant Hex

This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements.

The effect leaves the witch’s skin thick and stiff to the touch.

Misfortune Hex

The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At 8th level and 16th level, the duration of this hex is extended by 1 round. This hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Nails Hex

The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch).

Protective Luck Hex

The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round. Whenever that creature is targeted by an effect that requires an attack roll, including weapon attacks, the attacker must roll twice and take the worse result.

At 8th level and 16th level, the duration of this hex is extended by 1 round. A witch cannot use this ability on herself. Hexes that affect the fortune hex, such as cackle, also affect protective luck.

Slumber Hex

A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level.

This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Vulnerability Curse Hex The witch can make an enemies vulnerable to energy. This hex lasts for a number of rounds equal to the witch's level, during which any energy resistance or energy immunities on the target are suppressed. A successful Will save reduces this to just 1 round.
Ward Hex The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit or fails a saving throw. A witch knows when a warded creature is no longer protected. A witch can have only one ward active at a time. If the witch uses this ability again, the previous ward immediately ends. A witch cannot use this ability on herself. At 8th level and 16th level, the bonuses provided by this ward increase by +1.
Agony Major Hex With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Animal Skin Major Hex The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to beast shape II, except she takes on the appearance of the specific individual from which the skin came.
Beast's Gift Major Hex

The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Cook People Major Hex Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, human-like creature, animating it as a homunculus for 1 hour. The witch must have the cauldron hex to select this hex. Using this hex or knowingly eating its food is an evil act.
Delicious Fright Major Hex The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.
Drugged Major Hex The witch can combine her magic with her poisons to weaken her enemies’ minds. When the witch creates a poison, she can require the target of the poison to attempt a Will save rather than a Fortitude save. The witch must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison.
False Hospitality Major Hex Some witches are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A witch can use this hex to gain the benefits of glibness with a caster level equal to the witch’s level. This hex can be used once per day.
Hag's Eye Major Hex This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Harrowing Curse Major Hex

The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the witch’s caster level, except that the witch can decrease only the ability score that corresponds to the suit of the card drawn. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours.

At 15th level, this hex acts as a major curse spell. A witch with the cartomancer archetype can combine this hex with her spell deck’s deliver touch spell ability.

Hoarfrost Major Hex The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. Break enchantment, dispel magic, remove curse, and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect.
Ice Tomb Major Hex A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit points; destroying the ice frees the creature, which is staggered for 1d4 rounds after being released. Whether or not the target’s saving throw is successful, it cannot be the target of this hex again for 1 day.
Infected Wounds Major Hex The target’s wounds become infected (Fortitude negates). The target takes 1 point of Constitution damage per day. After the first day, the target may save once per day to cure the infection. This is a disease effect.
Major Amelioratin Major Hex The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.
Major Healing Major Hex This hex acts as cure serious wounds, using the witch’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it agai
Nightmares Major Hex Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares. This functions as the spell nightmare each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest.
Pariah Major Hex The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.
Prophecy Major Hex The witch can call on her prophetic ancestors and cast divination once per day. She can spend a full hour casting the spell in place of providing the usual material components.
Regenerative Sinew Major Hex

The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly.

The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice).

At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber Major Hex

The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn.

This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex.

 
Retribution Major Hex A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target’s flesh whenever it deals damage to another creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to the witch’s Intelligence modifier. A Will save negates this effect.
Speak in Dreams Major Hex The witch can contact a creature as if using dream. The witch can use this ability on a number of creatures per day equal to her Intelligence bonus, but can dream-speak to those creatures as often as desired throughout that time period.
Steal Voice Major Hex The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Intelligence bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex, as per vocal alteration.
Vision Major Hex Granting a vision takes 1 minute, during which time the witch and the target must remain in contact with one another. At the end of this time, the subject receives a brief image of the future, usually no more than 1 year from the time of the vision, subject to GM discretion. This is only one possible version of the future, making such visions unreliable at best. Most visions are slanted toward the alignment of the witch that granted them. For example, the visions granted by a chaotic evil witch often show scenes of death and destruction, while those of a neutral good witch tend to be of joyous events or occasions. A creature cannot be subject to another vision until the current vision has either come to pass or been prevented. A witch cannot use this ability on herself. Unwilling creatures receive a Will save to negate the vision.
Waxen Image Major Hex The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect.
Witch's Charge Major Hex Once per day when preparing spells, a witch can designate a willing creature as her charge. She gains a constant status effect on this creature and can target it with beneficial touch spells from a range of 30 feet. The creature remains her charge until she designates a new one.
Witch's Brew Major Hex When the witch uses her cauldron to brew a potion, she may spend double the cost to create 2 identical potions that day instead of just 1. At 15th level, she may spend triple the cost to create 3 identical potions that day. The witch must have the cauldron hex to select this hex.
Withering Major Hex

The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process.

The target ages to the next age category (adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the witch’s level.

A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.

Abominate Grand Hex The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV. Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.
Animal Servant Grand Hex

The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.

The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence Grand Hex

The witch can curse a creature to prevent it from attacking innocents.

If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Curse Grand Hex

This powerful hex seizes a creature’s heart, causing death within just a few moments.

This hex has a range of 30 feet. The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per level of the witch. Slaying the witch that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day.

Death Interrupted Grand Hex A witch with this grand hex can pluck a dead creature’s soul and store it in her familiar for safekeeping and eventual resurrection.
Dire Prophecy Grand Hex The witch curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the witch may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the witch’s caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw.
Eternal Slumber Grand Hex

The witch can touch a creature, causing it to drift off into a permanent slumber.

The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with a wish or similar magic, although slaying the witch ends the effect. The witch can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 minute if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Forced Reincarnation Grand Hex The witch causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell reincarnate. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Lay to Rest Grand Hex The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Life Giver Grand Hex Once per day the witch can, as a full round action, touch a dead creature and bring it back to life. This functions as resurrection, but it does not require a material component.
Natural Disaster Grand Hex

A witch using this hex calls down the forces of nature to wreak havoc on an area.

This functions as a storm of vengeance combined with an earthquake that occurs on the second round of the effect (while acid is raining from the sky). A witch must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A witch can only use this ability once per day.

 




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