This spell magically enhances a handful of simple food, imbuing it with enough nutrition to satisfy a Medium or smaller creature for a full day.
Witch Level 1 Spells
A witch casts arcane spells drawn from the witch spell list, taught to her by her patron through her familiar. Learn more about the Witch class.
Once during this spell's duration, you can spit a viscous liquid as a standard action.
Creates a small pocket of air around your head or an object.
You transform one alchemical item or firearm into another alchemical item or firearm of the same or lesser cost.
The subject ignores the effects of addictions.
You glow with a soft radiance that calls out to all who see it.
You alter an instrument so it sounds like a different kind of instrument you are familiar with.
You instill the target animal with a general purpose (see the Handle Animal skill), which can be any purpose except combat training-fighting, guarding, heavy labor, hunting, performance, or riding.
The target's skin secretes a small amount of venom-resistant oils for the spell's duration.
You render the target unable to understand any language, including spoken language, written language, sign language, gestures attempting to mimic a crude language, or even truespeech and telepathy.
Subject immediately accepts an offered item and uses it.
This spell draws upon the latent planar energy of the caster's surroundings, allowing her to temporarily infuse a creature with the plane's power.
You draw upon your elven link to the wilderness to change the coloration of yourself and your equipment to match that of your surroundings.
This spell changes the appearance of the affected creature so that it better blends in with its surroundings.
You cast blood money just before casting another spell.
The target's flesh becomes flexible and rubbery.
You grant low-light vision to the affected creatures.
Target takes a -20 penalty on its next attack roll or check.
1d4/level fire damage (max 5d4).
You cause sheets of hot sand to spread over the ground in the area of effect.
You animate one of the target's fetid organs so that it leads you to the undead creature's most recent controller or the cause of the creature's undeath.
A creature of 5 HD or less flees for 1d4 rounds.
You anoint a wounded creature with the blood of an outsider with the good subtype (such as an angel) or holy water, giving it fast healing 1.
Makes one person your friend.