Ultimate Magic The word "level" in the short spell descriptions that follow always refers to caster level. I am considering whether to import Pathfinder's prohibited school rules (i..e double slots to prepare opposition spells, ability to use prohibited wands and stuff) into my predominantly 3.5-spell-based houserules (to be supplemented with some choice PF spells), which include the existance of stuff like Focussed … Cast touch healing spells from a distance. Description Source; Age Resistance Ignore penalties from old age. Natural attacks damage as two sizes bigger. You can understand the responses given by birds. Lets you see all things as they really are. Deals 1d8 sonic damage to subjects; may stun them. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. Make the spirit of one creature manifest. You channel magic energy into your own aura, recharging your innate magic abilities. Earth or water moves you across distances and damages things not of the natural world. Object sheds supernatural shadow in 60-ft. radius. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. A single evil creature takes more damage from creatures with a good aura. Target obeys command to not do something. You surround yourself with disturbing illusions. Reset Class Filters, Cantrips / Orisons Fills 20-ft.-radius spread with sticky spiderwebs that can grapple foes and impair movement. Creature catches fire the next time it sleeps for an hour. Gain a +8 bonus to Int, Wis, or Cha for one roll, then be dazed for 1 round. Target loses its body's natural ability to breathe automatically. You can talk with your animal companion, and can handle it with supernatural ease. Moves object, attacks creature, or hurls object or creature. Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). F This spell has a focus component not normally included in a spell component pouch. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells… 6th-Level Witch Spells; Spell Name Comp. Deals 1d8 damage + 1/level, affects 1 subject/level. Dissipate charges from multiple technological objects. Smited creature takes damage when it attacks. Gain bonuses on identifying and resisting spells associated with your spirits. 1d4+1 damage; +1 missile per two levels above 1st (max 5). Subject within range of your bardic performance can take an action. Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. This is the first line, so without some outside interference the Witch only casts spells from her spell list and whatever spells her Patron grants her. Sense whenever your companion is wounded and call out to it in a time of need. Monster Codex Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity. Opponents cannot attack a pathetic creature. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Protects creature against damage from alignment-based attacks. Target takes cold damage and is fatigued. Render a technological object or creature inert for 1 round/level. It's super-duper simple why you're wrong. Target takes acid damage each round, and its attackers take acid damage. Enhances sense of smell and grants the caster the scent special ability. Creatures bow before you as if you were divine. You roll damage twice when you roll damage for a critical hit and take the best damage. Red: Bad, useless options, or options which are extre… You change the coloration of yourself and your equipment to match that of your surroundings. Target perfectly memorizes one page of information. Your size increases, and you gain bonuses in combat. Areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain. Last stand cures good creatures, hurts evil. Read a creature's or an object's alignment, emotion, health, and magic auras. Utilizes an array of techniques to imprison a creature. Inflict a curse of the roiling sea upon the target, making it permanently sickened. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Summons an invisible spirit that fires your arrows for you as a swift action. Gain psychic impressions from a distant location. Treat enemies as favored for 1 round/level. Harm and possibly daze chaotic creatures. Trade natural armor bonus for a bonus on attacks with natural weapons. Fandom Apps Take your favorite fandoms with you and never miss a beat. You greatly magnify the target's ability to smell the presence of blood. Target is penalized on attacks and checks but gains bonus against charms and compulsions. I SUPPOSE you could say “sure! Scorching rays cause 4d6 fire damage, then move on to new targets. Ward yourself against thought detection and memory alteration. Treat the terrain you are in as a favored terrain for the spell's duration. Your arms lengthen, giving you extra reach. Gives creature the ability to deal bleed damage with natural attacks. Withers one plant or deals 1d6/level damage to plant creature. You understand all spoken and written languages. Bestow Curse, Greater Source Pathfinder #82: Secrets of the Sphinx pg. Spirits cause wracking pain to listeners. Cures 5d8 damage + 1/level and restores life to recently slain creatures. Target gains a message that can be given only to its intended recipient. Creatures that pass through a translucent wall are blinded or deafened. You transform the target half-orc into a full-blooded orc. 1d6/level damage, 1 secondary bolt/level. Alters item to transport its possessor to your abode. In addition, you can deplete a radioactive object as well, although because you must touch the object to affect it, you … Creatures and Characters: The words "Creature" and "character" are used synonymously in the short descriptions. Read surface thoughts to learn information about a subject. Free yourself from enchantments and paralysis effects. Ammunition in the targeted firearm deafens opponents. Creates disembodied glowing hand to deliver touch attacks. Divination Erase psychic impressions from an object. Creatures of same faith gain bonuses to AC and on saving throws. You become one with the city around you, allowing you to move more easily through its crowds and buildings. Conjuration Flying balls of lightning deal 3d6 electricity damage each. Witches are limited to certain spell as per RAW. Fascinates a single creature for 1 round. Temporarily suppress an affliction or condition. A shortbow may double as a club, or a longbow as a quarterstaff. Wards a creature from attacks by technological items and robots, mental control from technological sources. Grants +2 (or higher) enhancement to natural armor. The benefit of learning spells through scrolls is that you will have a larger library of spells which you can then make more of with Scribe Scroll. You gain a +20 foot bonus to your base speed when charging and a +2 bonus on combat maneuver checks made to bull rush or overrun. Puts 4 HD of creatures into magical slumber. Read psychic impressions left on an object. Subject moves normally despite impediments to movement. Sends vision dealing 1d10 damage, fatigue. Target takes 3d6 points of fire damage and catches on fire. Transfer a scroll's power to the target; the scroll is then triggered as. Technology Guide Your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage. Cures 4d8 damage +1/level (max +25) and also removes several afflictions. Trap an incorporeal creature or a haunt in a mirror. Target is compelled to plot against another. But as a witch you can only cast the ones from this list so it can only teach you that subset” Ha! Created pillar heals 2d8 + 1/level (max +20). Transform the target's fins, flippers, or tail into legs and feet, allowing it to walk on land. Teleportation and interplanar travel blocked for 1 day/level. Remove a piece of knowledge from your mind. Illusory hellscape makes creatures shaken. Free slows on cold damage. Touch deals 1d6 damage/2 levels; caster gains damage as temporary hp. 3rd level - More winter witch. Targeted robot transforms into a magical construct instead of a technological one. Rapidly recall everything you know about a subject. Replace surface thoughts with a mental echo. Makes one type of terrain appear like another (field as forest, or the like). Creatures that pass through the wall are nauseated and might fall prone. Cone deals 1d4 per level and panics creatures. Evocation Your might increases with every kill you make. Rolling ball of fire deals 6d6 fire damage and ignites targets. Grant benefits on future attempts after failed checks, and protect against fear and emotion effects. Allies get +1 bonus on most rolls, enemies –1 penalty. Order of Presentation: The first spell lists presented are the lists of spells separated by class and level. Unless the player in question can point to another class feature or feat or whatever that explicitly grants them access to additional spells, they're restricted to their class list just like anyone else. 2nd Level Subject gets fast healing 2, fire resistance 10, and +2 to its CMD. You may target one creature for every four of your caster levels. Transfer spell knowledge from target to you. Creates a cloud of flame-resistant strands of adhesive webbing. Grants target a +2 morale bonus on saving throws against fear effects. Triggered rune wracks nearby creatures with pain. Blast of song deals 3d10 damage and deafens targets. You transfer 3d6 hit points to your eidolon as a swift action. Target takes a –20 penalty on its next attack roll or check. Outlines subject and produces light as a sunrod. Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. Immunizes subject against poison, detoxifies venom in or on subject. School necromancy; Level cleric 4, inquisitor 4, paladin 3, shaman 4, sorcerer/wizard 4, spiritualist 4, summoner 3, witch 4 Area 15-ft.-radius burst This spell functions like positive pulse, except that the damage dealt increases to 3d6 plus your caster level , and the bonus on saving throws increases to +8. Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. Expend 3 uses of mythic power to restore one use of target's mythic power. PZO1110: … Produces a spider swarm that fights for you. You radiate the unearthly grace of a nereid. Send or receive a Tiny or smaller animal via teleportation. Gain potion's benefits without consuming it. Enable weapons to overcome DR like adamantine, cold iron, or silver. Eidolon cured 1d10 damage +1/level (max +5). Increase the range of auras bestowed by your class. A single humanoid creature with 4 HD or less loses its next action. Create a whip made of poisonous centipedes. Reveals creatures, spells, or objects of selected alignment. Hear or see at a distance for 1 min./level. Creates undead skeletons and zombies out of corpses. Converts the surface of the ground into molten glass. You gain some of the beneficial qualities of an animal. Inflicts 1d8/level energy damage to all creatures within 15 ft. Target eidolon temporarily loses 1 evolution +1/five levels. Targeted creature may not positively influence anyone. My player seems pretty adament that it's any spell, … Transfers 2d6 hit points to your eidolon as a swift action. Living creature of 6 HD or less loses its next action. See 60 ft. in darkness, including magical darkness. Peaceful feelings harm those attempting violence. Harms and possibly blinds evil creatures (1d8 damage/2 levels). You can talk to plants and plant creatures. You can communicate with any creature that is not mindless. Creatures in area take 1d4 damage, may be slowed, Creatures in area take 1d8 damage, may also be slowed. Wall, floor, or ceiling looks real, but anything can pass through. Sickens creature if it refuses to fight you. You create a discordant blast of energy that … Touch attack deals 1d8 + 1/two levels damage. Shredded parchment deals 1d6 points of damage per level, and has a spell effect if you shred a scroll. Gives subject SR 12 + your level vs. healing effects. Advanced Race Guide You are imbued with disease, and any creature you strike may be sickened. Communal Spells: Communal spells function like other spells, except they allow you to divide the duration among multiple targets, treating each target as a subject of the spell. Cold darkness paralyzes and deals damage. Create a Small minion out of mud that performs as. Blast of air deals 2d6 bludgeoning damage and knocks opponent upward. Witch Spells No Sort | Sort by School. Animate and possess your own skin as if it were a separate creature. Allows you to telekinetically use a creature as a weapon. The familiar is essentially the Witch's spellbook, and a Wizard can't cast a cleric spell even if they write it into their spellbook. Hides expensive chest on Ethereal Plane; you retrieve it at will. Blinds all within 10 ft., deals 6d6 damage. I support a limited subset of Pathfinder's rules content. 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