Learn a spell from the target's blood.
Witch Level 2 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.
Cause yourself and enemies to bleed.
Targets take fire damage; orcs get +2 Strength.
The bones of your targets' joints grow thick and sharp, protruding painfully through the skin at the knuckles, elbows, shoulders, spine, and knees.
Momentarily control a living or undead creature's skeleton.
This spell weakens the bonds of existence, and reduces the hardness of any non-magical surface within its area of effect by 2 per caster level.
You toss several adamantine bullets into the air, which then hover protectively nearby and intercept firearm attacks targeting you.
The affected targets become incredibly buoyant, floating naturally on any water at least 1 foot deep.
You fill a creature's mind with the realization of its earthly weight and responsibilities.
Inflict 1d6 fire damage to creature by looking at it.
Instantly teleports damaged familiar to your space if within 1 mile.
You touch an animal or magical beast that has a helpful attitude toward you, instantly transforming the creature into a miniature figurine of stone, small enough to fit into the palm of your hand.
You bestow divine protection on your companion.
You cause a thick, sturdy beanstalk to sprout from the ground and grow upward to a height of 10 feet + 5 feet per 2 caster levels.
You utter a question in the form of a low-pitched bird call that can be heard up to a mile away, and can understand the responses given by birds in the area.
You create a life link between yourself and the target.
This spell functions as share language, granting a creature the ability to read, understand, and communicate to the best of its ability in any one language you know.
The target becomes unable to speak the truth.
You must cast this spell immediately before casting another spell on the same creature, eliciting a promise or warning against a behavior and binding the target to the paired spell.
Ask eldritch entities to find and converse with you.
Designate allies to influence and ride vermin as if they were animals with animal-level intelligence.
This spell functions as dancing lights, except it summons up to four spheres of light, each of which glows a sickly pale green.
You curse the target with insatiable greed, causing it to attempt to steal any item worth 100 gp or more that it can see, each time it enters a new room or area.
You concentrate feelings of competitiveness, envy, and ill will into a poltergeist-like haunt that wreaks havoc on its victim's long-term endeavors.