This spell functions as lesser guardian monument, except it grants DR 4/magic.
Witch 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 touch an unattended, non-magical object to create a touchstone for humans defending the area.
Array of magic effects protect area.
+1 on one attack roll, saving throw, or skill check.
Know approximate distance from where you cast this spell.
Target takes a -10 penalty on Sense Motive checks and +10 to Bluff against it; lies become one step more believable.
You render the affected creature supernaturally delicious, making it the preferred target for animalistic monsters, as well as biting insects, stray animals, and vermin.
With a single touch, you create temporary hairline fractures in a piece of stone or a creature with the earth subtype.
You transform the target half-orc into a full-blooded orc.
You transform the decor of a courtyard, structure, or other edifice to meet your highest standards and personal tastes.
Dark gray smoke seeps from your eyes, ears, and mouth for the spell's duration, though the smoke doesn't significantly hamper your vision.
Deals 10 points/level damage to target.
You transform the target into a harmless animal of the same approximate body type.
You use a Harrow deck to tell a fortune for yourself or someone else.
This spell functions as harrowing, except it can affect an entire group of creatures and allows its subjects some measure of control over their destiny.
You touch a creature and temporarily absorb its knowledge for yourself.
This potent curse weighs upon the target's soul, hastening a living creature's journey to Purgatory upon death or weakening an undead creature's animating force.
Creatures are shaken and take Wis damage.
You fill an enemy's head with waking dreams, a reminder of the pleasures, delights, and terrors to be found in the dream world.
Cures 10 points/level damage, all diseases and mental conditions.
Causes positive or negative healing effects on the target to recover only half hit points.
You siphon half of all magical healing that the targeted creature receives.
The target creature becomes stronger, hardier, and imbued with the courage of the greatest megafauna of the tundra.
Weapons bypass DR and hardness as adamantine, cold iron, or silver.