Which Witch
Beast Witch
Created by Matrim Fox Cauthon
Additional Class Skills: Handle Animal (Cha), Wilderness Survival (Wis)
Witchery Ability: The beast witch gains the Way with Animals talent.
Manifestations:
Fire: Venom Fire
Song: Hunting Song
Blade: Bestial Claw
Storm: Feral Rage
Word: Word of Rawhide
Bestial Claw: The beast witch creates a short sword, longsword, or greatsword out of bone; it appears in his hand. The beast witch is proficient with the blade, which operates in all ways like a normal sword except that it deals 50 percent more damage to animals and magical beasts.
Feral Rage: As a standard action, the beast witch can enter a trance of feral rage, gaining an extra attack action at his highest base attack bonus, but with a -2 penalty to all attacks. Feral Rage lasts for 1 round per every three witch levels. The feral rage ability can be used a number of times per day equal to the witch's Wisdom modifier.
Hunting Song: The beast witch sings the song of the hunt, the scent tracker spell, as a standard action once per witch level per day.
Venom Fire: The beast witch launches a ball of pure acid energy from his mouth at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per three witch levels, although a Reflex saving throw (DC 10 + half the witch's level + the witch's Wisdom modifier) reduces the damage by half. In addition, the target takes 1 point of temporary Strength damage. The witch can use venom fire a number of times per day equal to his Wisdom bonus; witches with no bonus can use venom fire once per week. This is a standard action.
Word of Rawhide: With a single word, the beast witch grows a sheath of weightless animal hide armor around himself. He can move freely and suffers no armor check, spell failure, or movement penalties. The armor adds to his Armor Class an armor bonus equal to his Wisdom modifier + an additional enhancement bonus equal to +1 per five witch levels. Singing an armor song is a full-round action, but the armor lasts until dispelled; it does not remain in place when the witch is asleep or unconscious.
Beast Witchery Spellcasting: Starting at 9th level, the witch gains the wild spell template and the enemy bane spell template (to animals, magical beasts, and vermin only). When a beast witch casts a spell, the stench of raw animal hide fills the air.
Beast Witchery Lord: The beast witch can take on the form and stats of any animal with a number of HD less than or equal to half his witch level. He can take on this form once per day, for up to 10 minutes per class level.
Blood Witch ver. 2
Created by: SJSamurai
The Blood Witch calls upon the sanguine powers that ebb and flow through living creatures. Fluid and adaptable, the blood witch calls to the flow of life, and can heal and harm at will. Blood witches tend to have flush and blushing skin, and often red colored eyes.
Bonus Class Skills: Jump and Tumble
Witchery Ability: A Blood Witch's first Witchery power is that she undergoes an initiation ceremony that allows her blood to develop magical properties that may aid her when casting spells. She gains the "Blood As Power" ceremonial feat for free, even if she does not meet the prerequisites.
Manifestations:
Fire: Bloodboil
Song: Ebb of Wounds
Blade: Sword of Bleeding
Storm: Red Mist
Word: Bloodlines
Bloodboil: Once per day the blood witch can cause a creatures blood to boil. This causes immense pain and slowly burns the victim of the attack from the inside out. The witch must make a touch attack against the target. The target may make a fortitude saving throw (negates, DC 10 + half the witch's level + the witch's wisdom modifier). If the save fails, the target suffers 1d10 points of damage + 1 per level of the witch (to a maximum of +10). Regardless of a successful save the target suffers a -2 penalty to attack rolls, damage, and reflex saves for the next 2 rds as their blood boils.
Sword of Bleeding: The blood witch creates a shortsword, longsword, or greatsword covered in dripping blood. The witch is proficient with the blade, which operates in all ways like a normal sword except that it gains a +1 enhancement bonus for every five witch levels. In addition the blade has the Wounding magic weapon special ability. Only the witch who created it can use the sword, and summoning it requires a standard action. The sword disappears when out of the witch's grasp.
Red Mist: The witch can cause a cloud of crimson mist made from her own blood. This cloud has the same effect as Obscuring Mist. Additionally, anyone within the cloud, excluding the witch, suffers an extra point of damage from all hits by Slashing or Piercing weapons. The blood witch can use this power a number of times per day equal to her wisdom bonus.
Ebb of Wounds: The blood witch can either transfer her wounds to another living creature, or take on their wounds in order to heal them. Her power heals 1d10+1 point per level (maximum of +10) of damage to herself while dealing the same amount in subdual damage to another target within 60 feet. A fortitude save is allowed (Negates, DC 10 + half the witch's level + the witch's wisdom modifier). The blood witch may also reverse this process, taking on subdual damage to heal the damage another has suffered. The blood witch may use this power a number of times per day equal to her wisdom modifier.
Bloodlines: The blood witch may utter an enchantment over a sample of blood, using it to track the creature it came from. The blood must first be put in a small bowl. The power will then cause it to shift to the side of the bowl, in effect pointing in the direction of its source. This power may be used a number of times per day equal to the witch's Wisdom mod, and lasts 10 minutes/ level of the witch.
Blood Witch Spellcasting: Starting at 9th level, the witch gains access to any spell with the Positive energy descriptor and gains access to the Bloody Strike feat. When a blood witch casts a spell the distinct coppery scent of blood can be smelled in the air.
Blood Witch Lord: At 13th level, she gains the power of Bloodrush. Once per day with a single utterance the blood witch can draw forth the sanguine fluids that fill any living creature. The vital liquids seep and spill from every orifice and pore of the creature's body, causing 1d8 points of damage, and an additional 1d8 points of damage each round for a number of rounds for every 2 levels the blood witch has. A fortitude save negates this additional bleeding (DC 10 + half the witch's level + the witch's wisdom modifier), but the target will still suffer the initial 1d8 damage.
Bone Witch ver. 2
Created by: SJSamurai007
Bone can be as strong as iron tested by flame. The Bone witch calls upon the power of life, death, and the worlds in between to craft exquisite spells from the power within her. Capable of creating minions with a song, the bone witch is truly formidable. Bone witches tend to be emaciated with pallid complexions and they often wear flowing black clothing.
Bonus Class Skills: Intimidate and Sneak
Witchery Ability: A Bone Witch's knowledge of undead allows them to Turn or Rebuke Undead once per day. The range is 60'. The witch then makes a Chraisma-based Turning check (1d20 + Cha mod) to determine the highest level/HD affected, and rolls Turning Damage (2d6 + witch's level + Cha mod) to see how many HD of creatures are actually turned or rebuked. If the witch has at least twice as many levels as the undead, she may choose to destroy them instead.
Manifestations:
Fire: Bone Fire
Song: Osseous Summons
Blade: Skeletal Weapon
Storm: Tempest of Bone
Word: Ward of Screaming Skulls
Bone Fire: Calling forth the inner fire of the witches own bones, the bone witch can immolate herself in a corona of pale blue light (illuminates a 60 foot radius) once per day. She appears to be a skeleton engulfed in flames while the power is in effect. This flame licks and burns anything that the witch touches. Anyone struck by the witch (by a melee touch attack) must make a reflex saving throw (DC 10 + half the witch's level + the witch's wisdom modifier) or suffer 1d8 points of damage +1 point per level of the witch. The bone fire lasts for 3 rounds plus 1 round for every 2 witch levels.
Osseous Summons: The bone witch can sing forth to call upon the bones of the dead to serve her. Once per day the bone witch can animate a single skeleton within 30'. This requires a full round action. The animated skeleton must have fewer HD than her level. A large supply of bones or a fairly intact skeleton/body is required for this to work. The skeleton only remains animated for 1 round/ lvl of the witch, after which it drops to the ground, lifeless once more. (See the Undead template on pg 186 of AU)
Skeletal Weapon: Drawing forth the power of bone, the bone witch crafts a skeletal scythe, battle claw, or greater battle claw for her use in battle. The witch is proficient with the weapon, which operates in all ways like a normal weapon of it's type. The weapon gains a +1 enhancement bonus for every 4 levels of the bone witch, the scythe specifically gains the vorpal magical weapon special property when the bone witch reaches 12th level. Only the witch who created the skeletal weapon can use it, and summoning the weapon takes a standard action. The weapon disappears when out of the witch's grasp.
Tempest of Bone: Once per day the bone witch can call forth a swirling wind of fragments, sharp phalanges, piercing ribs, and pointed segments of bone. This tempest assails anyone caught within it. It can appear anywhere within 100 feet of the bone witch, and encompasses an area of 20 feet. All within the storm suffer 1d6 points of damage per witch level. A reflex save (DC 10 + half the witch's level + the witch's wisdom modifier) reduces the damage by half.
Ward of ScreamingSkulls: The bone witch can call forth a whirling vortex of skulls to encircle her and protect her from harm. These skulls form a sphere around her in a 10 foot radius (+10 feet for every four levels). Any creature attempting to pass through the circle, or within the affected area of the circle must make a reflex saving throw (Halves Damage, DC 10 + half the witch's level + the witch's wisdom modifier) or suffer 1d8 points of damage for every 5 feet traveled. The circle actually travels with the witch as she walks, dissipating if she moves more than 30 feet in a single round.
Bone Witchery Spellcasting: The Bone Witch enjoys greater command over the powers of darkness and the undead. At 9th level the Bone Witch gains access to spells with the Negative Energy descriptor and use of the Corrupted spell template. The joints and bones of anyone within 50 feet ache for a moment or two as they resonate with the power of the bone witch.
Bone Witchery Lord: At 13th level, the Bone Witch gains a new power: a +2 luck bonus vs all spells and effects with the Negative Energy descriptor.
Charm Witch
Created by: blackwingedheaven
The affairs of the heart are at the heart of the charm witch's affairs. Focusing on what has often been called the most noble of emotions, the charm witch holds love as her tool and her toy. Some charm witches use their inborn powers over love and lust to aid the relationships of other in a positive manner, acting as relationship counselors and wandering matchmakers. Others give in to the darker lusts of their own hearts, seeking to twist and manipulate the delicate strands of caring that link people together. Charm witches dress in clothes that accentuate their forms, seeking to heighten the emotional and visceral responses of those they encounter.
Additional Class Skills: Diplomacy (Cha) and Gather Information (Cha)
Charm Witchery Ability: Charm witches just have something about them that others can't help but like. They double their Charisma bonus to checks made to influence NPC attitudes.
Manifestations:
Fire: Love's Burning Blaze
Song: Hymn of Devotion
Blade: Beautiful Heart Chain
Storm: Tempest of Adoration
Word: Lustful Oath
Love's Burning Blaze: The charm witch conjures a bolt of crimson and topaz flame into her hand, then hurls it at a target within 50 feet. It inflicts 1d6 points of damage plus 1d6 per two witch levels, although a Reflex save (DC 10 + half the witch's level + the witch's Wisdom modifier) reduces the damage by half. A target that takes any damage from this attack must also make a Will save at the same DC or be stunned for 1 round as a torrent of emotion fills it. The witch can use love's burning blaze a number of times per day equal to her Wisdom bonus; witches with no bonus can use this ability once per week. This is a standard action.
Hymn of Devotion: As a standard action, the witch can hum a beguiling tune that alters a chosen creature's attitude in the witch's favor. This is a mind-affecting, language-dependent ability that affects a single creature within 50 feet. The victim can attempt a Will saving throw to resist (DC 10 + half the witch's level + the witch's Wisdom modifier). A failed save moves the targeted creature up one category on the NPC attitude table in the witch's favor. This attitude change lasts one hour per point of the witch's Charisma bonus; this power lasts 10 minutes for witches with no Charisma bonus. The witch can use this song a number of times per day equal to her Wisdom bonus; witches with no bonus can use this ability once per week.
Beautiful Heart Chain: The charm witch creates a whip out of glowing motes of energy; it appears in her hand. The witch is proficient with the whip, which operates in all ways like a normal whip except that it does not provoke attacks of opportunity when attacking adjacent opponents and can deal its subdual damage even to opponents in armor. Any opponent that takes damage from the whip must also make a Fortitude saving throw (DC 10 + half the witch's level + the witch's Wisdom modifier) or suffer 1 point of temporary Wisdom damage. Unlike normal Wisdom damage, this loss returns at the rate of 1 point per hour. She can dispel the whip at will, but creating it requires a standard action. The whip disappears when out of the witch's grasp.
Tempest of Adoration: Once per day the charm witch can summon a swirling cloud of light motes anywhere within 100 feet of her, with a diameter of 30 feet. Anyone caught within this storm must make a Will saving throw (DC 10 + half the witch's level + the witch's Wisdom modifier) or become stunned. The cloud persists for 1 round plus 1 round per two witch levels.
Lustful Oath: Once per day the charm witch can speak a word of power that infects a target's brain with such abiding lust that the only thing he can think of is pleasing the witch. The victim can attempt a Will saving throw to resist this mind-affecting compulsion effect (DC 10 + half the witch's level + the witch's Wisdom modifier). A failed save allows the witch to dominate the target's actions for 1 round per level. The witch cannot control any being with more Hit Dice than herself and cannot command the target to commit self-destructive acts. A target lacking a common language with the witch can only be commanded to do very simple tasks, such as "Come here," "Go there," "Fight," or "Stand still."
Charm Witchery Spellcasting: The charm witch gains access to all spells of the Enchantment school with the charm subtype and casts them at +2 caster levels. Whenever the charm witch casts a spell, everyone within 60 feet feels a brief moment of warmth and a prickling sensation like being kissed on the cheek.
Charm Witchery Lord: At this level, charm witches become immune to any Enchantment spell with the charm subtype, as well as gaining a +2 inherent bonus to Charisma.
Desert Witch
Created by: hakkenshi
Mysterious dune-wanderers whose supernatural powers allow them to call upon the power of the sands in moments of need, desert witches often serve as protectors of desert-dwelling people.
Desert witches usually dress in light, loose clothing fit for desert travel. Some like to keep their faces covered to preserve the air of mystery which surrounds them; their features tend to be stony and hardened by the burning winds of their native regions.
Bonus Class Skills: Wilderness Survival (to be used also as Intuit Direction) and Sneak.
Witchery Ability: The desert witch has Air and Fire resistance of 10, and leaves no tracks on sand.
Manifestations:
Fire: Wrath of the Burning Sands
Song: Song of the Shifting Sands
Blade: Blade of the Desert Wind
Storm: Scorching Tempest
Word: Word of the Relentless Sun
Wrath of the Burning Sands (Fire): Once per day per point of Wisdom bonus (once per week if the character has no modifier or a negative one), the desert witch may fill a 20-foot cone with a blast of high-velocity superheated sand, burning and stinging all those caught in it. The victims suffer 1d6 points of damage +1 per class level of the witch unless they make a Reflex save (DC 10 + half witch class level + witch's Wisdom modifier). Those who fail their saves must also make a Fortitude save with the same DC or be blinded for 1d4 rounds.
Scorching Tempest (Storm): Once per day, the desert witch may summon forth the full fury of a sandstorm, filling a 20-foot radius with a churning whirlwind of hot sand. Those caught within must make a Fortitude save (standard DC of witch abilities) or take 1d6 points of damage per round; in addition, the sandstorm grants full concealment (50% miss chance) against those inside it--this protection applies even if two opposing combatants are fighting in the tempest. The storm lasts for 1 round + 1 round per three witch class levels (maximum of 5 rounds), and may be summoned anywhere within line of sight to a maximum of 100 ft.
Song of the Shifting Sands (Song): The desert may sing a high wordless chant which makes him waver and shift in the sight of others. This mirage-like effect grants a 20% miss chance to attacks which target him and a +4 bonus to Sneak checks as parts of his body often seem to disappear from sight altogether for a few moments at a time. Calling forth the armour is a full-round action, and it lasts for 10 minutes + 10 minutes per witch class level, or until dispelled (though it is automatically dispelled if the witch sleeps or is otherwise unconscious). The witch may use this ability once per day per point of Wisdom bonus (once a week if he has no bonus).
Word of the Relentless Sun (Word): The desert witch may utter a word of power which summons the incredible heat of the desert against an opponent. The target must make a Fortitude save (standard witch DC) or take 1 point of subdual damage + 1 point of subdual damage per class level of the witch each round. If the target is wearing metal armour, he suffers a penalty to attack rolls and skill checks equal to the armour check penalty for the type of armour he wears (the masterwork reduction of armour check penalty does not apply; there is no save against this effect). The Word is active for 1 round per point of Wisdom bonus of the witch (1 round minimum), and can be used once per day per point of Wisdom bonus of the witch (a witch with no bonus may use this ability once per week). The target may halve the subdual damage every round the Word is active with a successful Fortitude save.
Blade of the Desert Wind (Blade): The desert witch creates a short sword, longsword, or greatsword out of burning sand; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword except that it also inflicts 1 point of fire damage + 1 per two witch levels with each strike. Only the witch who created it can use the sword. He can dispel it at will, but creating it requires a standard action. The sword disappears when out of the witch's grasp.
Witchery Spellcasting: The desert witch gains a +1 bonus to caster level while in the desert. Whenever the desert witch casts a spell, the air surrounding her becomes dry and warm (no other effect). In addition, whenever the desert witch always dries incredibly fast whenever he is becomes wet (also no in-game effect).
Witchery Lord: The desert witch has completely adapted to life in the desert and its harsh conditions: he no longer requires water to survive (though he still requires food), and while on foot in a desert setting he may act as though he had Blindsight in a 30-foot radius.
Echo Witch ver. 2
Created by: SJSamurai007
Echo Witches are masters of sound, using the oscillations of song and voice to create powerful effects that inspire, drive and calm others. A spell is sung, and brought to the world with a cry of passion and creation in every utterance. Echo Witches have various unique (and often attractive) appearances, but their voices thrum with power and the air around them seems alive with sound.
Bonus Class Skills: Listen and Perform
Manifestations:
Fire: Songfire
Song: Canticle of Concordance
Blade: Sonic Edge
Storm: Hymn of Battle
Word: Echo of Spell Turning
Canticle of Concordance: The Echo Witch can sing forth words of peace and calm to cause even a heated battle to come to a stand still. Anyone within a 60' radius of the Echo Witch must make a will save (DC 10 + half the witch's level + the witch's wisdom modifier), or immediately cease any hostile action. The Echo Witch can maintain this peace by continuing to sing for a number of rounds equal to her level. Anyone wishing to make a hostile action during the song must make a will save (DC 10 + half the witch's level + the witch's wisdom modifier) or stop. Even if the saving throw is made the discordance of such actions within the area of the song make the hostile parties suffer a -2 penalty to initiative, attack, and damage. Singing the canticle requires concentration. Once the singing stops, the effects of the Canticle cease.
Hymn of Battle: If the Echo Witch sings the words of battle, all allies within 60 feet gain a +1 confidence bonus to attack and damage rolls for every 4 levels of the Echo Witch. The song can last for a number of rounds equal to the Echo Witch's level. The song may be used a number of times per day equal to his wisdom bonus. This song manifests as a whirling chanting wind that surrounds all those affected.
Word: Echo of Spell Turning - Once per day, the Echo Witch can set up a reverberating tone in living creatures within 60'. The effect causes a slight ringing in the ears, but affords protection from all spells and spell-like effects for 10 minutes/lvl of the Witch. Affected beings gain a +1 on all saves vs spells per 4 levels of the Witch. Magical Silence will end the effect prematurely.
Songfire: Simple songs of peace and inspiration are not the only powers the Echo Witch bears. Capable of creating incredibly powerful sound the Echo Witch can fill a 90-degree arc of sonic force out to 20 feet. This concentrated shriek of sonic assault does 1d8 points of damage + 1d8 points of damage per two witch levels. A reflex save for half damage is possible (DC 10 + half the witch's level + the witch's wisdom modifier).
Sonic Edge: A blade of purest sonic sound is created from the words and tunes sung by the Echo Witch. The Echo Witch may shape this into a blade resembling a shortsword, longsword, or greatsword. The blade automatically gains the Keen magical weapon special ability, and gains a +1 enhancement bonus for every 4 levels of the Echo Witch. Only the witch who created it can use the sword. He can dispel it at will, but creating it requires a standard action. The sword disappears when out of the witch's grasp.
At 9th level the Echo Witch gains the following:
Echo Witch: The voice of the Echo Witch grows even bolder and more powerful at 9th level. The Echo Witch gains access to any spell with the Sonic descriptor, as well as being able to use the Sonic spell template (and does not require the requisite tuning fork to use the template). Those close enough to hear the Echo Witch feel the power of his voice like the pounding of a deep powerful drum.
Lunar Witch
Created by: Matrim Fox Cauthon
Additional Class Skills: Sneak (Dex), Spot (Wis)
Witchery Ability: Lunar witches gain a +1 luck bonus to all saving throws.
Manifestations:
Fire: Silverfire
Song: Moonsong
Blade: Lunar blade
Storm: Moonbeams
Word: Word of Glowing
Lunar Blade: The lunar witch creates a short sword, longsword, or greatsword out of silver; it appears in his hand. The witch is proficient with the blade, which operates like a normal sword. On a successful hit, the target must make a Will save (DC 10 + half the witch's level + the witch's Wisdom modifier) the lunar witch can daze an opponent or 1 round. This ability may be used for a number of times per day equal to the lunar witch's Wisdom bonus. Only the witch who created it can use the sword. He can dispel it at will, but creating it requires a standard action. The sword disappears when out of the witch's grasp.
Moonbeams: The lunar witch can heal a group of living creatures' wounds. As a standard action, he can release a burst of moonbeams, which heal all allies within a 30 foot diameter 1d6 + witch's level. He can use moonbeam a number of times per day equal to his Wisdom bonus. Non-living creatures take double damage from the effects of moonbeams.
Moonsong: The lunar witch can sing a song that calls forth the radiance of the moon, forming a sheath of magical, weightless armor around himself. The armor adds to his Armor Class an armor bonus equal to his Wisdom modifier + an additional enhancement bonus equal to +1 per five witch levels.
Silverfire: The lunar witch launches a blast of pure silver positive energy from his hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10 + half the witch's level + the witch's Wisdom modifier) reduces the damage by half. The witch can use silverfire a number of times per day equal to his Wisdom bonus; witches with no bonus can use silverfire once per week. This is a standard action.
Word of Glowing: The lunar witch calls forth a glowglobe (as the 2nd level spell) as a standard action once per witch level per day. (Variation: use lesser glowglobe).
Lunar Witchery Spellcasting: Starting at 9th level, the witch gains access to any spell with the Positive Energy descriptor and the Night Owl talent. When a lunar witch casts a spell, a white-silvery glowing aura surrounds them briefly.
Lunar Witchery Lord: The lunar witch gains low-light vision. If the character already has low-light vision, than double the range.
Shadow Witch
Created by: ascendance
Shadow Witches are masters of illusion, shadow, and secrets. They are keepers of hidden lore and seekers of secrets. Their time is the New Moon, and their matron is the Crone.
Additional Class Skills: Innuendo(Wis), Sneak (Dex)
Witchery Ability: Shadow Witch: Shadow Witches gain a +1 luck bonus to AC in areas of heavy shadow or darkness (for example, outdoors at night, indoors in a dimly lit room, in magical darkness).
Manifestations:
Fire: Living Shadowflame
Song: Gloomsong
Blade: Blade of the Night
Storm: Darkstorm
Word: Whisper of Enfolding Darkness
Living Shadowflame: Flickering tongues of shadow burst out to attack the witch's foes. The shadow witch may create 1 tentacle plus 1 for every 5 witch levels. The tentacles last for 1 round per witch level. Each tentacle is 10' long and is considered to be a Large creature with reach. They save as the caster, have AC 16, 1 hit point/per witch level, +1 base attack bonus/per witch level, and a Strength score of 19 (+4). They have no movement rate, never provoke attacks of opportunity, and are not considered to be armed. They are immune to spells that do not do damage (other than disintegrate).
Tentacles may be commanded with a free action to attack or grapple. Each tentacle does 1d6+4 (including Strength bonus) normal damage, whether they are attacking or inflicing damage in a grapple.
Blade of Night: The shadow witch creates a short swod, longsword, or greatsword of of shadow. The witch is proficient with the blade, which operates in all ways like a normal sword except it gains a +1 circumstance bonus to hit per 5 witch levels. Once per day, a witch may strike someone with the blade and drain their Strength. The target must make a Will saving throw (DC 10 + half the witch's level + witch's Wisdom modifier) or lose 2 points of Strength. Only the witch who created the sword can use it. He can dispel it at will, but creating it requires a standard action. The sword disappears when out of the witch's grasp.
Gloomsong: As a standard action, the shadow witch may sing a song that causes any shadows within 60' to animate and move. This ability may be used to give a +2 circumstance bonus to Sneak, or Intimidate. It may also be used to create an illusory shadowy creature as per the spell illusory creature (lesser) It may have other effects at the DM's discretion. This ability may be used a number of times per day equal to the witch's wisdom bonus.
Darkstorm: Once per day as a standard action, the shadow witch may create a special veil of darkness within 100'. Anyone caught in the area of the spell-like effect must make a Will save (DC 10 + half the witch's level + witch's Wisdom modifier) or lose 2 points of Strength. The darkness vanishes when the spell effect ends, but the Strength loss must be healed normally.
Whisper of Enfolding Darkness: Once per day, the witch may cast cloak of darkness with a caster level equal to her witch levels.
Witchery Spellcasting (Su): The shadow witch gains access to any spell with the darkness descriptor and casts them at +2 caster levels. Shadows flicker and dance whenever a shadow witch casts a spell.
Witchery Lord: Shadow Witch (Su): Shadow witches gain Darkvision 60' that functions in all magical darkness.
Primary Concern: They gain all spells with the Darkness descriptor, but they gain those spells or similar effects as spell like abilities. For this class to be viable, there needs to be more Darkness spells.
Weather Witch
Created by: Merlion Emrys
Additional Class Skills: Spot, Wilderness Survival
Witchery Ability: A weather witch can cast spells as normal in any sort of extreme weather conditions and need not make Concentration checks to do so.
Manifestations:
Blade: Stormsword
Fire: Lightning Bolt
Song: Rainsong
Storm: Whirlwind
Word: Sweltering Word
Stormsword: The Weather Witch creates a shortsword, longsword or greatsword composed of crackling lightning; it appears in his hand. The witch is proficient with the blade, which operates in all ways like a normal sword, except that it also inflicts 1 point of electricity damage +1 per two witch levels with each strike. Only the witch who created it can use the sword. He can dispel it at will, but creating it requires a standard action. The sword disappears when out of the witch's grasp.
Lightning Bolt: The weather witch launches a blast of pure electrical energy from his hand at a target within 50 feet. It inflicts 2d6 points of damage plus 1d6 per two witch levels, although a Reflex saving throw (DC 10+half the witch's level+ the witch's Wisdom modifier) reduces the damage by half. The witch can use lightning bolt a number of times per day equal to his Wisdom bonus; witches with no bonus can use lightning bolt once per week. This is a standard action.
Rainsong: The weather witch causes a gentle rain to fall upon a single target creature. With a successful caster power check the witch may remove one unwanted or detrimental magical effect from the target, just as though using a targeted dispel magic. This full round action requires the witch to sing, and can be used once per day.
Whirlwind: As a standard action, the weather witch causes the air around him to swirl and churn in an intense whirlwind. The whirlwind is a cylinder 10 feet in diameter and 20 feet high centered on the weather witch. Everyone in the area besides the witch take 1d6 points of air damage+1d6 per two witch levels, although a Reflex saving throw (DC 10 +half the witch's level +the witch's Wisdom modifier) reduces the damage by half. The witch can use whirlwind a number of times per day equal to his wisdom bonus; witches with no bonus may use this ability once per week.
Sweltering Word: With a single word the weather witch envelopes a target in sweltering heat. The effect lasts for 1 round per witch level. Each round the victim may make a Fortitude saving throw (DC 10+ half the witch's level +the witch's Wisdom modifier). If successful, the target takes no damage that round. A failed save indicates that the target takes 1d4 points of subdual damage +1 per two witch levels from the heat. Once the target has taken 10 or more points of damage, he is considered fatigued. Sweltering word is a standard action, and the witch may use it a number of times per day equal to his Wisdom bonus; witches with no bonus may use this ability once per week.
Witchery Spellcasting: The weather witch gains access to any spell with the Electricity descriptor, and enjoys the use of the Electricity spell template
Witchery Lord: The weather witch gains electricity resistance 20