You instantly transfer the touched creature to a point you designate within range.
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 select one enemy and one willing ally as targets.
Induce an irrational fear in a creature to the point of madness.
This spell temporarily converts even the deadliest poison affecting a creature into an intoxicating alcohol.
You see through magical disguises (whether illusions or polymorph effects) of the same spell level or lower.
The target gains a +5 insight bonus on Perception checks to see through disguises.
This spell can be cast only on a sleeping creature, which must be present for the full duration of the casting time.
This spell infuses a small pinecone with power, causing it to detonate with explosive force when thrown.
You make the target an asymptomatic carrier for a host of virulent diseases.
Target's attacks carry filth fever.
Cloud infects creatures like contagion.
Calls an outsider to answer questions about a person, place, or event using its planar knowledge.
This spell helps creatures accustomed to the concrete reality of the Material Plane to navigate within the confusing realities of other planes.
This spell enforces the rules of the Material Plane on other planes of existence.
As many as eight subjects travel to another plane.
Projects an illusory model of the local night sky indoors, underground, or by day.
You grant one plant creature the ability to speak, hear, and understand any of the languages you know.
Kill a creature and steal its strongest spell-like ability.
You set a magical ward upon the object touched, which must be a container such as a pouch, bag, backpack, or pocket.
Touch deals 1d3 Con damage 1/round for 6 rounds.
You expel a cone-shaped burst of toxic mist from your mouth, subjecting everyone caught in the area to a deadly poison, as per the poison spell.
You transform the contents of a normal egg into a single dose of small centipede poison (injury; save DC 11; frequency 1/round for 4 rounds; effect 1 Dex; cure 1 save).
You mend the target's injuries, curing 3d8+%1 hit points as cure serious wounds, but leaving its body laced with a subtle toxin that remains inert until you activate it.
Poisonous cloud creates a bank of fog like that created by fog cloud, except that the vapors are toxic.