Merlion
First Post
Alrighty...I got to thinking about that Witch spell list in the DMG, and decided to do my own version of a full Witch class, using it for partial inspiration.
I'm pretty happy with the spell list, not totaly certain about the class abilities.
The Witch
Witch's are spellcasters with an inborn spark of magic that must be honed by practice, training, and experimentation. There magic focuses on manipulating both the mind and the body, and to a lesser extent, the world around them.
They also learn to create magical substances, and have a talent for infusing magic into physical objects.
A budding witch (or warlock as male witches are some times called) is often noticed by an older witch, and taken under their wing for training
Many good and neutral witch's become resident spellcasters for small communities, using their powers to heal minor injuries and uncover lost objects.
Evil witch's favor manipulation and domination in their quest for power. Witch's have access to spells of summoning, and evil witch's frequently make pacts with fiends who's alignment match's there own.
Mechanical Information:
Hit Die: d6
Skill Points: 4
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Arcana, The Planes, Nature, Religion, Geography, Local), Profession, Spellcraft, Survival
Weapons/Armor: No armor. Wizard weapons.
Saves: Good Will, Poor Fort/Reflex
Spells: Casts Arcane spells. Same as Sorcerer, accept one more spell known per spell level from 2nd on (for instance, a 4th level Witch learns 2 second level spells). Same spell-trade mechanic.
Other Class abilities:
1st level: Familiar. As the sorcerer ability,but the familiar gains additional hit dice like a druid animal companion, using half the witch's level.
3rd level: Brew Potion for free
Bonus Feats: 5th, 10th, 15th, 20th, drawn from Item Creation, Spell Focus and Spell Penetration feats.
9th level: Witch’s Curse/Boon
At 9th level, the Witch may place a curse upon a single living being within Close range. The curse can have one of the following effects.:
-6 penalty to one ability score.
-4 penalty to all attacks, saves, and checks
-2 caster level
The curse is permanent and may only be removed by the witch who placed it, or a remove curse spell from a caster at least 4 levels higher than the witch. A Will save prevents the curse. A witch may only have a single curse active at any given time.
Alternately, once per day the Witch may grant a powerful boon to a single ally. This boon may be any one of the following benefits:
+6 enhancement bonus to one ability score.
+4 bonus to all attacks, saves, and checks.
+2 caster level
Damage Reduction X/- where X is the Witch’s Charisma bonus.
These benefits last for 1 minute per point of the Witch’s charisma bonus
13th level: at 13th level, the Witch may lay a Geas as the spell upon a single creature. The creature receives a Will save to resist. If the save is failed, the geas is permanent unless removed by the Witch or a remove curse spell from a caster at least 4 levels higher than the witch.
Spell List: (I realize I forgot cantrips. Probably most of the wizard/sorcerer ones)
1st level:
Alarm
Cause Fear
Charm Person
Colour Spray
Cure Light Wounds
Detect Animals or Plants
Endure Elements
Enlarge Person
Entangle
Faerie Fire
Feather Fall
Grease
Hold Portal
Hypnotism
Identify
Inflict Light Wounds
Longstrider
Mage Armor
Magic Weapon
Mount
Nystul’s Magic Aura
Obscuring Mist
Pass Without Trace
Produce Flame
Protection from Chaos/Evil/Good/Law
Ray of Enfeeblment
Reduce Person
Remove Fear
Sanctuary
Sleep
Summon Monster 1
2nd level:
Aid
Alter Self
Arcane Lock
Augury
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Calm Emotions
Cat’s Grace
Continual Flame
Darkness
Darkvision
Daze Monster
Death Knell
Detect Thoughts
Eagle’s Splendor
Enthrall
Flaming Sphere
Fog Cloud
Fox’s Cunning
Ghoul Touch
Hypnotic Pattern
Invisibility
Knock
Levitate
Locate Object
Magic Missile
Magic Mouth
Make Whole
Mirror Image
Misdirection
Obscure Object
Owl’s Wisdom
Remove Paralysis
Resist Energy
Scare
See Invisibility
Shatter
Silence
Silent Image
Speak with Animals
Spider Climb
Summon Monster 2
3rd level:
Arcane Sight
Bestow Curse
Clairaudience/Clairvoyance
Contagion
Cure Moderate Wounds
Daylight
Deeper Darkness
Deep Slumber
Delay Poison
Dispel Magic
Displacement
Fly
Gaseous Form
Gentle Repose
Glyph of Warding
Helping Hand
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility Sphere
Keen Edge
Leomund’s Tiny Hut
Minor Image
Magic Circle Against Chaos/Evil/Good/Law
Magic Weapon, Greater
Nondetection
Phantom Steed
Poison
Protection from Energy
Ray of Exhaustion
Remove Curse
Scorching Ray
Sleet Storm
Slow
Speak with Dead
Suggestion
Summon Monster 3
Water Breathing
4th level:
Call Lightning
Charm Monster
Confusion
Crushing Despair
Cure Serious Wounds
Dimensional Anchor
Dimension Door
Divination
Enlarge Person, Mass
Evard’s Black Tentacles
Fear
Fire Trap
Freedom of Movement
Geas, Lesser
Giant Vermin
Ice Storm
Inflict Serious Wounds
Invisibility, Greater
Leomund’s Secure Shelter
Locate Creature
Major Image
Minor Creation
Neutralize Poison
Phantasmal Killer
Polymorph
Rainbow Pattern
Reduce Person, Mass
Remove Blindness/Deafness
Remove Disease
Rusting Grasp
Shout
Solid Fog
Speak with Plants
Stone Shape
Stoneskin
Summon Monster 4
Tongues
5th level:
Animal Growth
Baleful Polymorph
Break Enchantment
Cloudkill
Control Winds
Death Ward
Dominate Person
Dream
Feeblemind
Hallucinatory Terrain
Hold Monster
Insect Plague
Magic Jar
Major Creation
Mind Fog
Mordenkainen’s Faithful Hound
Nightmare
Overland Flight
Permanency
Planar Binding
Rary’s Telepathic Bond
Seeming
Sending
Scrying
Summon Monster 5
Symbol of Pain
Symbol of Sleep
Telekinesis
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Thorns
Waves of Fatigue
6th level:
Acid Fog
Animate Objects
Antilife Shell
Bear’s Endurance, Mass
Bull’s Strength, Mass
Call Lightning Storm
Cure Critical Wounds
Dismissal
Dispel Magic, Greater
Eagle’s Splendor, Mass
Eyebite
Flesh to Stone
Find the Path
Fox’s Cunning, Mass
Geas/Quest
Glyph of Warding, Greater
Guards and Wards
Heroism, Greater
Inflict Critical Wounds
Mislead
Mordenkainen’s Private Sanctum
Owl’s Wisdom, Mass
Planar Binding
Prying Eyes
Repulsion
Stone To Flesh
Suggestion, Mass
Summon Monster 6
Symbol of Fear
Word of Recall
7th level:
Arcane Sight, Greater
Banishment
Chain Lightning
Control Weather
Creeping Doom
Finger of Death
Forcecage
Hold Person, Mass
Insanity
Invisibility, Mass
Legend Lore
Power Word, Blind
Refuge
Scrying, Greater
Summon Monster 7
Symbol of Stunning
Symbol of Weakness
True Seeing
Waves of Exhaustion
8th level:
Animal Shapes
Antipathy
Binding
Charm Monster, Mass
Demand
Earthquake
Fire Storm
Maze
Mind Blank
Otto’s Irresistible Dance
Planar Binding, Greater
Plane Shift
Polymorph any Object
Power Word, Stun
Scintillating Pattern
Summon Monster 8
Symbol of Death
Symbol of Insanity
Sympathy
Vision
9th level:
Astral Projection
Discern Location
Dominate Monster
Foresight
Freedom
Hold Monster, Mass
Horrid Wilting
Imprisonment
Power Word, Kill
Shapechange
Soul Bind
Storm of Vengeance
Summon Monster 9
Wail of the Banshee
Weird
I'm pretty happy with the spell list, not totaly certain about the class abilities.
The Witch
Witch's are spellcasters with an inborn spark of magic that must be honed by practice, training, and experimentation. There magic focuses on manipulating both the mind and the body, and to a lesser extent, the world around them.
They also learn to create magical substances, and have a talent for infusing magic into physical objects.
A budding witch (or warlock as male witches are some times called) is often noticed by an older witch, and taken under their wing for training
Many good and neutral witch's become resident spellcasters for small communities, using their powers to heal minor injuries and uncover lost objects.
Evil witch's favor manipulation and domination in their quest for power. Witch's have access to spells of summoning, and evil witch's frequently make pacts with fiends who's alignment match's there own.
Mechanical Information:
Hit Die: d6
Skill Points: 4
Class Skills: Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Heal, Intimidate, Knowledge (Arcana, The Planes, Nature, Religion, Geography, Local), Profession, Spellcraft, Survival
Weapons/Armor: No armor. Wizard weapons.
Saves: Good Will, Poor Fort/Reflex
Spells: Casts Arcane spells. Same as Sorcerer, accept one more spell known per spell level from 2nd on (for instance, a 4th level Witch learns 2 second level spells). Same spell-trade mechanic.
Other Class abilities:
1st level: Familiar. As the sorcerer ability,but the familiar gains additional hit dice like a druid animal companion, using half the witch's level.
3rd level: Brew Potion for free
Bonus Feats: 5th, 10th, 15th, 20th, drawn from Item Creation, Spell Focus and Spell Penetration feats.
9th level: Witch’s Curse/Boon
At 9th level, the Witch may place a curse upon a single living being within Close range. The curse can have one of the following effects.:
-6 penalty to one ability score.
-4 penalty to all attacks, saves, and checks
-2 caster level
The curse is permanent and may only be removed by the witch who placed it, or a remove curse spell from a caster at least 4 levels higher than the witch. A Will save prevents the curse. A witch may only have a single curse active at any given time.
Alternately, once per day the Witch may grant a powerful boon to a single ally. This boon may be any one of the following benefits:
+6 enhancement bonus to one ability score.
+4 bonus to all attacks, saves, and checks.
+2 caster level
Damage Reduction X/- where X is the Witch’s Charisma bonus.
These benefits last for 1 minute per point of the Witch’s charisma bonus
13th level: at 13th level, the Witch may lay a Geas as the spell upon a single creature. The creature receives a Will save to resist. If the save is failed, the geas is permanent unless removed by the Witch or a remove curse spell from a caster at least 4 levels higher than the witch.
Spell List: (I realize I forgot cantrips. Probably most of the wizard/sorcerer ones)
1st level:
Alarm
Cause Fear
Charm Person
Colour Spray
Cure Light Wounds
Detect Animals or Plants
Endure Elements
Enlarge Person
Entangle
Faerie Fire
Feather Fall
Grease
Hold Portal
Hypnotism
Identify
Inflict Light Wounds
Longstrider
Mage Armor
Magic Weapon
Mount
Nystul’s Magic Aura
Obscuring Mist
Pass Without Trace
Produce Flame
Protection from Chaos/Evil/Good/Law
Ray of Enfeeblment
Reduce Person
Remove Fear
Sanctuary
Sleep
Summon Monster 1
2nd level:
Aid
Alter Self
Arcane Lock
Augury
Bear’s Endurance
Blindness/Deafness
Blur
Bull’s Strength
Calm Emotions
Cat’s Grace
Continual Flame
Darkness
Darkvision
Daze Monster
Death Knell
Detect Thoughts
Eagle’s Splendor
Enthrall
Flaming Sphere
Fog Cloud
Fox’s Cunning
Ghoul Touch
Hypnotic Pattern
Invisibility
Knock
Levitate
Locate Object
Magic Missile
Magic Mouth
Make Whole
Mirror Image
Misdirection
Obscure Object
Owl’s Wisdom
Remove Paralysis
Resist Energy
Scare
See Invisibility
Shatter
Silence
Silent Image
Speak with Animals
Spider Climb
Summon Monster 2
3rd level:
Arcane Sight
Bestow Curse
Clairaudience/Clairvoyance
Contagion
Cure Moderate Wounds
Daylight
Deeper Darkness
Deep Slumber
Delay Poison
Dispel Magic
Displacement
Fly
Gaseous Form
Gentle Repose
Glyph of Warding
Helping Hand
Heroism
Hold Person
Inflict Moderate Wounds
Invisibility Sphere
Keen Edge
Leomund’s Tiny Hut
Minor Image
Magic Circle Against Chaos/Evil/Good/Law
Magic Weapon, Greater
Nondetection
Phantom Steed
Poison
Protection from Energy
Ray of Exhaustion
Remove Curse
Scorching Ray
Sleet Storm
Slow
Speak with Dead
Suggestion
Summon Monster 3
Water Breathing
4th level:
Call Lightning
Charm Monster
Confusion
Crushing Despair
Cure Serious Wounds
Dimensional Anchor
Dimension Door
Divination
Enlarge Person, Mass
Evard’s Black Tentacles
Fear
Fire Trap
Freedom of Movement
Geas, Lesser
Giant Vermin
Ice Storm
Inflict Serious Wounds
Invisibility, Greater
Leomund’s Secure Shelter
Locate Creature
Major Image
Minor Creation
Neutralize Poison
Phantasmal Killer
Polymorph
Rainbow Pattern
Reduce Person, Mass
Remove Blindness/Deafness
Remove Disease
Rusting Grasp
Shout
Solid Fog
Speak with Plants
Stone Shape
Stoneskin
Summon Monster 4
Tongues
5th level:
Animal Growth
Baleful Polymorph
Break Enchantment
Cloudkill
Control Winds
Death Ward
Dominate Person
Dream
Feeblemind
Hallucinatory Terrain
Hold Monster
Insect Plague
Magic Jar
Major Creation
Mind Fog
Mordenkainen’s Faithful Hound
Nightmare
Overland Flight
Permanency
Planar Binding
Rary’s Telepathic Bond
Seeming
Sending
Scrying
Summon Monster 5
Symbol of Pain
Symbol of Sleep
Telekinesis
Transmute Mud to Rock
Transmute Rock to Mud
Wall of Thorns
Waves of Fatigue
6th level:
Acid Fog
Animate Objects
Antilife Shell
Bear’s Endurance, Mass
Bull’s Strength, Mass
Call Lightning Storm
Cure Critical Wounds
Dismissal
Dispel Magic, Greater
Eagle’s Splendor, Mass
Eyebite
Flesh to Stone
Find the Path
Fox’s Cunning, Mass
Geas/Quest
Glyph of Warding, Greater
Guards and Wards
Heroism, Greater
Inflict Critical Wounds
Mislead
Mordenkainen’s Private Sanctum
Owl’s Wisdom, Mass
Planar Binding
Prying Eyes
Repulsion
Stone To Flesh
Suggestion, Mass
Summon Monster 6
Symbol of Fear
Word of Recall
7th level:
Arcane Sight, Greater
Banishment
Chain Lightning
Control Weather
Creeping Doom
Finger of Death
Forcecage
Hold Person, Mass
Insanity
Invisibility, Mass
Legend Lore
Power Word, Blind
Refuge
Scrying, Greater
Summon Monster 7
Symbol of Stunning
Symbol of Weakness
True Seeing
Waves of Exhaustion
8th level:
Animal Shapes
Antipathy
Binding
Charm Monster, Mass
Demand
Earthquake
Fire Storm
Maze
Mind Blank
Otto’s Irresistible Dance
Planar Binding, Greater
Plane Shift
Polymorph any Object
Power Word, Stun
Scintillating Pattern
Summon Monster 8
Symbol of Death
Symbol of Insanity
Sympathy
Vision
9th level:
Astral Projection
Discern Location
Dominate Monster
Foresight
Freedom
Hold Monster, Mass
Horrid Wilting
Imprisonment
Power Word, Kill
Shapechange
Soul Bind
Storm of Vengeance
Summon Monster 9
Wail of the Banshee
Weird