Target loses interest in a designated pursuit, taking a -5 penalty on related checks.
Witch Level 5 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 conjure a small stone building on any relatively flat nonliving surface at least 20 feet square that can support its weight (such as the ocean floor or an underwater ridge).
This spell is often used by conjurers as a method to torment daemons and force compliance, for it awakens the broken, anguished memories of the countless souls that the target daemons have consumed.
Turns subject into harmless animal.
Dispels touched illusion or a creature's change in form.
Befuddles target's mind with swirling thoughts, penalizing combat and spellcasting abilities.
This variant of planar binding is specifically used to call one of the most knowledgeable types of outsiders: the immortal and prophetic caulborn.
Withers one plant or deals 1d6/level damage to plant creature.
You transform the target weapon into pure blightburn.
The temperature of the target creature's blood (or other similar body fluid) begins to rise over the next 3 rounds during the caster's turn.
You smear a handful of your own blood across your chest, causing one writhing tentacle per caster level to burst forth.
When a target is harmed, so is the target's relative.
Frees subjects from enchantments, transmutations, and curses.
Instantly teleports damaged familiar to your space across any distance or planes.
You create a magical trap in the area that causes deadly stalactites or stalagmites to lurch out of the floor or ceiling of a stone surface to "bite" an intruder.
This spell functions like charm person, except that mass charm person affects a number of humanoid creatures whose combined Hit Dice don't exceed %1.
Create an area of semi-real gore.
This spell functions as claim identity, except it transforms its target into a helpless, inanimate porcelain mask for the spell's duration.
Kills 3 HD or less; 4-6 HD save or die; 6+ HD take Con damage.
Cold iron shackles materialize around the target's limbs, reducing each of the target's movement speeds by half.
You become one with the plane around you, attaining knowledge of the surrounding territory.
You trade places with the other target, teleporting as if you were both affected by dimension door.
This spell functions as compel tongue, except it affects multiple creatures.
Ask very powerful eldritch entities to find and converse with you, or they may reply telepathically.