You become immune to diseases and toxins, absorb one, and then spread it to others.
Witch Level 4 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.
You infuse the target with power from the Abyss, granting it the fiendish creature simple template.
This spell functions as alter self, except you can as a swift action alter the disguise (within the limitations of alter self).
Ignore penalties from middle age.
This spell functions as aggressive thundercloud, except it deals 6d6 points of electricity damage to any creature it strikes.
You bring into being a mobile, hemispherical energy field that incorporeal creatures cannot enter.
You constrain the target such that the target automatically misses with all attacks made against creatures that are not of the opposite alignment of it.
Transports touched targets to a random non-hazardous plane.
Invisible floating eye moves 30 ft./round.
Use a likeness to adopt a dead creature's form.
An invisible sphere of magic surrounds you, clouding the minds of creatures in the area so they regard even the strangest actions as innocuous.
You change the target's head into that of a bull.
You are transformed into a single-minded force of destruction.
When casting this spell, you must plant the material components in soil.
An overwhelming feeling of loss overcomes the targets, and their allies' words sound bleak and hollow.
This functions as bestow planar infusion I, except that the touched creature gains the improved infusion of the current plane.
For the spell's duration, the caster gains a reservoir of luck with a total number of points equal to 1 point per 2 caster levels.
With a short command and a wave of the hand, you compel the target creature to attack the being who summoned it, to the best of its ability.
The black spot is a specific and feared pirate curse.
Tentacles grapple all creatures within a 20-ft. spread.
When you cast blast barrier, you cause a rippling wall of loose earth, mud, snow, sand, or gravel to spring up in a designated space within the spell's range.
Whenever this spell's target hits a creature with a ranged weapon that successfully deals piercing or slashing damage, the struck creature takes 1 point of bleed damage.
Temporarily gain the effects of a corrupted creature's manifestations.
You are able to use the Path of Numbers to substantially boost your combat preparedness, but your foresight comes at a price.