A blast of hellfire blazes from your hands.
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.
Upon casting this spell, your tongue transforms into an energy whip weapon that can deal acid, electricity, or fire damage.
You gift the target with the ability to perfect its actions via mental clarity.
Grants a number of creatures bonuses on attacks and damage, temporary hit points, and immunity to fear and charm effects.
Gives +2 bonus on attack rolls, saves, skill checks.
Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
This spell functions like the spell glyph version of glyph of warding, except you can store a hex you know (but not a major hex or a grand hex) instead of a spell.
This spell functions as hex glyph, except you can store a hex or a major hex (but not a grand hex).
The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period.
Target gains +4 on saves against witch hexes.
You prevent the targets from having conscious awareness of your presence.
Gain +10 on Bluff to send secret messages.
You spend 1 hour in quiet meditation, holding the focus component in both hands and walking around a natural area.
The target's wounds to seem to disappear.
This spell functions as per hold person, except it affects a fey instead of a humanoid.
As hold person, but any creature.
As hold monster, but all within 30 ft.
Paralyzes one humanoid for 1 round/level.
As hold person, but all within 30 ft.
All melee and natural attacks from the target deal damage as if the target were one size category smaller than it actually is.
This spell functions as heroism, except that you can reverse the spell by issuing a special command as a standard action if you are within medium range (%1 feet) of the target.
This spell functions as greater heroism, except that you can reverse the spell by issuing a special command as a standard action if you are within medium range (%1 feet) of the target.
Deals 1d6/level damage within 30 ft.
You channel residual feelings of terror into the minds of creatures within the area, causing those fears to manifest when confronted with a specific object.