Echelon Reference Series: Witch Spells Compiled (3pp+PRD)
Pathfinder 1e
Shadow Serpent: Shadow Serpent spell.
Shadow Serpent, Primeval Serpent of Material From the Shadow Plane: ?
Darkwater Mere spell.
Shadow Hydra's Head: Shadow Hydra spell.
Corporeal Undead Creature: “Corporeal undead” is a template you can add to any nonundead, corporeal creature.
Defile spell.
Undead, Undead Creature: Curse of Undeath spell.
Life to Undeath spell.
Witchblade spell.
Corporeal Undead, Corporeal Undead Creature: ?
Non-Skeletal Corporeal Undead: ?
Mindless Undead: Life to Undeath spell.
Creature That Creates Undead Out of its Slain Foes: ?
Intelligent Undead, Intelligent Undead Creature: ?
Incorporeal Undead: ?
Sentient Undead Creature: ?
Sentient Undead Creature, Soul: ?
Undead Creature With an Aversion to Daylight: ?
Non-Living Creature: ?
Free-Willed Undead: Luskal's Energy Tapping spell.
Winged Undead Creature: ?
Ghost: Transcendental Geas spell.
Phantasmal Detainment spell.
Ghost, Spirit: ?
Screaming Elven Ghost: ?
Haunt: ?
Neutral Haunt: ?
Good Haunt: ?
Lich: ?
Demilich: ?
Shadow: Shadow Slaves spell.
Shadow, Creature That Creates Undead Out of its Slain Foes: ?
Skeleton: ?
Medium Skeleton: Dance of the Dead spell.
Medium Skeleton, Animated Skeleton, Animated Creature: ?
Standard Human Skeleton: ?
Vampire: ?
Vampire, Creature That Creates Undead Out of its Slain Foes: ?
Wraith: ?
Wraith, Creature That Creates Undead Out of its Slain Foes: ?
Zombie: ?
Dilapidated Zombie: Cursed Earth spell.
Medium Zombie: Dance of the Dead spell.
Medium Zombie, Animated Corpse, Animated Creature: ?
Standard Human Zombie: ?
Hideous Undead Zombie: ?
Zombie, Uncontrolled Zombie: ?
Dance of the Dead
School necromancy
Level sorcerer/wizard 4, white necromancer 3, witch 4
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Targets one Medium skeleton or zombie per caster level;
Duration 1 round/level
Saving Throw no
Spell Resistance no
You imbue normal humanoid remains with mobility and a bit of your life essence. On casting the spell, you lose 2d4 hp that return when the spell ends. Each animated skeleton or corpse immediately attacks any target you designate or performs simple tasks as directed.
These animated creatures must be created from existing skeletons or corpses. You may animate one Medium skeleton or zombie per caster level. These skeletons or zombies immediately revert to their previous, inanimate state when the spell ends or they move out of the spell’s radius.
If used to attack enemies, treat as standard human skeletons or zombies (alignment neutral). You can change the designated target or targets as a move action, as if directing an active spell.
If used to perform basic tasks, treat the skeletons or zombies as having capabilities similar to an unseen servant.
Shadow Slaves
School illumination [evil, shadow]
Level shadowsworn 4, sorcerer/wizard 5, witch 6
Casting Time 1 standard action
Components V, S, M (a piece of rotten flesh ingested during casting)
Range personal
Duration 1 round/level
Saving Throw none
Spell Resistance yes (harmless)
Upon casting this spell, you begin to vomit forth 1d3 shadows (see Pathfinder Bestiary). The shadows are completely under your control. You take a point of Strength damage for each shadow vomited, as negative energy pains wrack your body, and you are also nauseated the next round.
These shadows move and attack on your initiative, but they cannot travel more than 100 ft. beyond you. If one of the shadows moves past this limit due to your movement or its movement, it dissipates instantly.
These shadows do not count toward the maximum number of undead you can control. Shadows summoned in this manner can be dispelled by dispel magic effects and can be harmed by channeled negative energy as usual.
Transcendental Geas
School enchantment (compulsion) [curse, language-dependent, mind-affecting]
Level bard 5, cleric 6, inquisitor 5, sorcerer/wizard 6, witch 6
Casting Time 1 round
Components V
Range close (25 ft. + 5 ft./2 levels)
Target one living creature with 7 HD or less
Duration 1 day/level or until discharged (D)
Saving Throw Will negates
Spell Resistance yes
This spell functions exactly like lesser geas, except that its effects persist beyond death. That is, a creature under the effects of this spell must continue to attempt their transcendental geas as a ghost, on the next plane of existence or wherever they may find themselves after life. In addition, this spell grants the target the ability to infiltrate the caster’s dreams posthumously for a single night as the dream spell, if such contact would enable the target to fulfil their transcendental geas.
Phantasmal Detainment
School necromancy [curse, evil]
Level cleric 7, sorcerer/wizard 7, witch 7
Casting Time 1 hour
Components V, S, M, DF (a black diamond worth 100 gp per HD of the target)
Range touch
Target corpse touched
Duration instantaneous
Saving Throw Will negates
Spell Resistance yes
You prevent the subject’s soul from moving on to the next life. They become a ghost (apply the ghost template), bound to your plane of existence until satisfying some condition set forth by you. If you do not specify a particular condition, the ghost may move on as soon as it is given a burial. The subject’s ghost can materialize enough to affect corporeal creatures only after dark, although it can travel and perceive events that occur during the day.
The subject must have died no more than one day ago per caster level, or the spell fails. A subject that has received funeral rites or some form of proper burial is immune to this spell.
Shadow Serpent
School illusion (shadow)
Level druid 7, witch 7
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect one serpent comprised of shadow
Duration 1 round/level
Saving Throw none
Spell Resistance no
You use material from the plane of shadow to form a shadow serpent.
The serpent acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the serpent, you can direct it not to attack, to attack particular enemies, or to perform other actions.
Curse of Undeath
School necromancy [evil]
Level cleric 8, sorcerer/wizard 8
Casting Time 1 round
Components V, S, DF
Range close (25 ft. + 5 ft./2 levels)
Target one living creature
Duration permanent
Saving Throw Will negates
Spell Resistance yes
This spell places a curse upon the subject, causing that creature to rise again as an undead creature after death. The subject is unharmed so long as it lives. Should the subject die while under the effect of this spell, attempts at reviving the creature through spells such as raise dead and resurrection fail. In 1d4 rounds, the creature instead rises as an undead, as detailed below. The type of undead creature is determined by the GM, but it should include an undead template appropriate for the creature.
Created undead are not under the control of the spell’s caster. Undead created by this spell are created instantaneously, and thus continue to exist even if the spell that created them is dispelled or dismissed. A remove curse spell can remove this effect, but it must be cast before the creature rises into unlife.
Life to Undeath
School necromancy [death, evil]
Level cleric 8, witch 8
Casting Time 1 standard action
Components V, S, M (a pig’s hoof and silver dust worth 100 gp per HD of the target)
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes
With a touch, you fell the subject before breathing undeath into their remains. Your touch attack deals 1d6 negative energy damage per caster level (maximum 15d6). If this damage kills the subject, they may attempt a second Fortitude save to resist being risen as an undead creature in 1d4 rounds. You may choose to raise the creature into an unintelligent undeath, in which case the creature receives a Will save to retain its intelligence.
A creature risen by life to undeath loses half its total HD and its type changes to undead. A creature risen as a mindless undead has no Intelligence score and loses any class levels it had, in addition to its memories and mental faculties.
Luskal’s Energy Tapping
School necromancy [evil]
Level cleric 8, sorcerer/wizard 8, witch 8
Casting Time 1 swift action
Components V, S
Range touch
Target living creature touched
Duration instantaneous
Saving Throw Fortitude negates
Spell Resistance yes
This horrible spell uses the lifeforce of another being to augment the caster’s abilities. It is cast along with any other spell, at the height of which the caster touches her target. She grants 1 negative level for every three caster levels to the target, and add the drained levels to her caster level for the purpose of the spell she is currently casting. In addition, she may add the effects of any metamagic feat that she knows to the spell, without having to have assigned them before, or altering the spells effective level.
Any extra levels are lost the instant the spell is finished. The target gaining the negative levels receives a Fortitude save every 24 hours to remove them. Anyone slain by this spell rises as a free-willed undead after 24 hours, unless the body has been blessed.
Shadow Hydra
School illusion (shadow)
Level cleric 8, witch 8
Casting Time 1 round
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Effect five shadow hydra heads
Duration 1 round/level
Saving Throw none
Spell Resistance no
You use material from the plane of shadow to form five shadow hydra heads. You can form each of the heads independently in any space within range that shares a single contiguous stretch of dim light or darkness with the others. The contiguous stretch of dim light or darkness serves as the shadow hydra’s body.
The heads act immediately, on your turn. They attack your opponents to the best of their ability. If you can communicate with the heads, you can direct them not to attack, to attack particular enemies, or to perform other actions.
Cursed Earth
School necromancy [curse, evil; see text]
Level cleric 9, sorcerer/wizard 9, witch 9
Casting Time 10 minutes
Components V, S, M (powdered onyx 10,000 gp), DF
Range touch
Area 1-mile radius emanating from the touched point
Duration permanent
Saving Throw none (see text)
Spell Resistance no
You lay a terrible curse upon the land, blighting those who live and die there. Choose one of the following effects.
Famine All normal plants in the area reduce their growth and food production by half, as if affected by the stunt growth effect of diminish plants.
Living Death Any creatures of Small size or larger killed in the area rise as uncontrolled zombies 24 hours after their death, as do corpses buried in the area. Burning or dismembering the corpses prevents them from rising as zombies.
Plague Every day at sundown, all creatures in the area must make a Fortitude save or catch one of the following diseases (your choice, decided at the time of casting): blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom. The disease is contracted immediately (the onset period does not apply). Use the disease’s listed frequency and save DC to determine further effects. This is a disease effect.
Darkwater Mere
School illusion (shadow)
Level druid 9, witch 9
Casting Time 1 standard action
Components V, S
Range long (400 ft. + 40 ft./level)
Effect 100-ft.-radius swamp of shadows
Duration 1 minute/level (D)
Saving Throw see text
Spell Resistance no
Water-like shadow covers the ground in all directions. The shadow adds another dimension to the ground that is 5 feet deep, and creatures that were standing on the ground slip 5 feet into darkwater.
Darkwater is opaque, viscous and suffocating. Wading through darkwater costs 4 times as much movement as moving through an unhindered space. A DC 15 Swim check allows a creature to swim in darkwater at one-quarter their speed. Creatures cannot fly out of darkwater unless they succeed at a DC 20 Strength check or a DC 25 Fly check. For every 5 points of Constitution a creature has, it can hold its breath in darkwater for 1 round. If a creature takes a standard or full-round action, the remaining duration that the creature can hold its breath is reduced by 1 round. After this period of time, the creature must make a DC 20 Constitution check to continue holding its breath. Each round, the DC increases by +5. When a creature finally fails their Constitution check, they begin to drown. In the first round, they fall unconscious (0 hp). In the following round, they drop to –1 hit points and are dying. In the third round, they drown.
Creatures comprised of shadow are not hindered by darkwater and gain fast healing 5 while they remain within it.
Once per round as a free action, you can make a 5-ft.-radius square of darkwater 10 feet deeper. As long as there is an adjacent space within 5 ft. of the sinking space’s elevation, creatures standing on a sinking space receive a Reflex save to step into an adjacent space. A creature can attempt to squeeze into an adjacent space that is occupied at a –4 penalty.
When you cast this spell, you can form a shadow serpent within the mere. The serpent reduces the duration of darkwater mere by 10 minutes and disappears when the spell ends.
Defile
School necromancy [evil]
Level cleric 9, druid 9
Casting Time 1 standard action
Components V, S, M, DF (20,000 gp onyx)
Range 60 ft.
Area 60-ft. burst, centered on you
Duration permanent and instantaneous
Saving Throw none and Fortitude half
Spell Resistance yes
This spell releases a burst of foul, life-destroying energy from the negative energy plane. All land in the area of effect blackens and is forever ruined.
The spell reduces all plants to cinders.
Against plant creatures, the spell deals 1d6 points of damage per caster level (maximum of 20d6). Defile is equally effective against other opponents. Against living creatures (except vermin, which are immune), the spell deals 1d8 points of damage per caster level (maximum of 10d8). Those killed by this blast rise up uncontrolled with the corporeal undead creature template 1d4 rounds later.
All water on the despoiled land turns poisonous as if tainted with lich dust. Finally, necromancy spells cast in the area affected by defile are cast at +1 caster level and the DCs to save against their effects are increased by 1.
A wish or miracle spell is needed to repair land ruined by this spell.
Undead caught in the defile spell’s burst heal all damage and gain maximum hit points based on their Hit Dice. For example, a Medium zombie who has 2d12+3 Hit Dice and 16 hp increases its hit point total to 27 because of this spell.