Okay, as I said in the first PF post, I'm going to be creating a witch class... Here's the spell list for them.
Level 1:
Hex
Duration: 1 month per caster level, or for duration stated, as long as it does not go over one month/level
Range: In view. Familiars do not count for this, as it generally requires a gesture, word, etc.
Hex allows the caster to cause one target to have minor detrimental effects. Treat as -3 to all rolls, unless there is a specific effect stated. For example a Hex is cast on a peasant with the description "Whenever he uses a sharp object, let there be a risk of harming himself". Anytime he cuts wood, uses a pitchfork, cuts meat, etc. roll as though he were attacking himself.
Disguise:
Duration: One year/level, or for duration stated provided it does not exceed one year per level of the caster.
Range: Self
This spell allows the witch to make minor alterations to his or her general appearance. -4 on rolls to determine identity.
Ignite:
Duration: Instantaneous
Range 10'
An Ignite spell will set fire to any reasonably flammable substance - wood, paper, and oil are all included, but hair, cloth, etc. are not. The DM should use their discretion with respect to this, keeping in mind that it is not an attack spell.
Level 2:
Totem Sheath
Range: Personal
Duration: As long as the totem is held, or until it is destroyed. Does not count as held if the hand, tentacle, etc. is severed
This spell requires the caster to take one day to carve a small figurine from wood, stone, soap, or some other material. This does not have an effect on the strength of the spell, only on how difficult it is to break. They must then take an additional two hours to bind a spirit to the carving. When this totem is grasped, and the spirit's name called, it will protect the wielder from small weapons, such as arrows, daggers, shortswords, etc. but not longswords or weapons larger than them.
Level 3:
Curse
Range: 10 miles per caster level
Duration: Permanent
Many witches have a signature curse. The exact effects of this spell vary, and are established between the player and the DM. Some examples of curse effects are:
General affliction: -10 to all rolls, - 5 STR and CON.
Bleed: All wounds do an additional 3d6 damage, inflicted over 2 rounds.
Pain Transference: Any damage done to the witch or another specific target (one person) is transferred to the afflicted party, OR half of any damage caused by the target to another is shunted back.
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More spells will be added; this is just the first few that I wanted to put out there.
[Edit: Apparently, lots more spells will be added. I'm in the process of statting up Lynette as a fifth (Huh. I somehow put an extra "e" on that. Accidental flavor text?) level witch (So she can curse things), and using the standard AD&D spells per level list for the mage. Turns out, I can cast 2 2nd level spells, and 4 1st levels. If the trend continues unchecked, then I'll need probably 10-12 at the least, just for 1st level, and the same for the rest.]
There is an old Dragon magazine article (collected in Best of Dragon volume 1 or 2, I will look) that has a witch class and spells. While some of it reads like a Roger Corman movie (not that this is a bad thing, I love some of those) although the spells and magic items are quite good.
ReplyDeleteThanks! Now I just have to find one of those...
ReplyDeleteThose would be issues #5 and #20 if you can find them.*
ReplyDelete*Sometimes there are p d f files floating around the internet if you cannot find the physical copies or Best of Dragon #1.