13th Age character class – the Witch

WitchThe Witch

by

Christopher J. Ferguson

OVERVIEW
Mortals reach out to their gods through faith.  But faith has a darker underside.  Those who do not find succor through the established temples may turn to priestesses and priests who work outside the church hierarchy.  These witches, as they are often called, are an alternate channel to the gods, both more direct and more dangerous.  Labeled heretics and outlaws, witches exist on the murky fringe of religion, delving into ancient arcane and mingling with spirits of dubious repute. 

Witches (who may be either female or male, although I’ll use the pronoun “she” throughout) represent a dark, forbidden mingling of religion and the arcane.  Such individuals may work for good or evil, but almost always exist on the fringes of society, both sought after and hunted for their power.  Witches often consort with eldritch forces, spirits of the dead, or dark and sinister powers.  Even good witches may work through otherwise forbidden channels to their gods.

Play Style:
The Witch is a rather complex class, drawing from both religion and the arcane, but makes for a very versatile caster.  The Witch’s abilities to bless and curse on a scale writ large also make for potentially interesting story arcs.  However, this all comes at the price of social ostracism.  Unlike most classes, witches may provoke blatant hostility on sight if they travel openly.  As such, it may be wise to discuss playing a witch and how that would she/he would fit into the campaign with your DM.

Ability Scores:  Intelligence is the prime focus of the witch.  It takes considerable knowledge and mental fortitude to control the eldritch forces witches work with.  If they were terribly wise, they wouldn’t be witches.  Charisma is also an important ability for witches as they communicate with dark spirits, enchant their foes, or try to convince angry mobs not to burn them at the stake.

Witches gain a +2 class bonus to Intelligence or Charisma, as long as it isn’t the same ability you increased with your +2 racial bonus.

Races: Witches may come from all races, although those with rigid social structures such as dwarves may have a particularly tough time.  Humans are amongst the most common witches, as are racial groups such as half-elves or tieflings/demontouched, who are already prone to social ostracism.  Elves, with their affinity for nature gods, also make excellent witches, and often experience less social ostracism as well.

Backgrounds: Cursed at birth, heretical theologian, child of a dark god, apprentice who (accidently) killed her master, seminary wild child, born under a bad moon, seventh son of a seventh son (or daughter), fey touched.

Icons: The Priestess and the Elf Queen are those most closely aligned with white (or good) witches.  The Diabolist and The Three are most closely aligned with black (or evil) witches.  Other icons such as the Prince of Shadows, the Archmage and the High Druid may also take an interest in some witches.  By contrast, the Emperor, Lich King and Crusader are unlikely to receive witches favorably, nor is the Dwarf King.

Witch Armor and AC

Type Base AC Atk Penalty

None 10

Light 10 –

Heavy 11 -2

Shield +1 -2

Weapons
Melee Weapons

One-Handed                          Two-Handed

Small                           1d4 (-1 attack) dagger             1d6 (-1 attack) staff

Light or Simple          1d6 (-2 attack), shortsword      1d8 spear (-2 attack)

Heavy or Martial       1d8 longsword (-5 attack)       1d10 greatsword (-5 attack)

Ranged Weapons

Thrown Crossbow Bow

Small                           1d4 dagger (-1 attack)             1d4 hand crossbow (-2 atk) —

Light or Simple          1d6 javelin (-2 attack)             d6 light crossbow (-2 atk) 1d6 shortbow (-2 atk)

Heavy Martial            —                                            1d8 (–5 atk) heavy crossbow (–5 atk)  1d8 longbow (–5 atk)

WITCH LEVEL PROGRESSION

Witch Level Total Hit Points Total Feats 1st Level Spells 3rd Level Spells 5th Level Spells 7th Level Spells 9th Level Spells Level Up Ability Bonuses Damage Bonus From Ability Score
Level 1 (6 + CON mod)x3 1 adventurer 5 ability modifier
Level 2 (6 + CON mod)x4 2 adventurer 6 ability modifier
Level 3 (6 + CON mod)x5 3 adventurer 3 4 ability modifier
Level 4 (6 + CON mod)x6 4 adventurer 2 6 +1 to 3 abilities ability modifier
Level 5 (6 + CON mod)x8 4 adventurer, 1 champion 1 4 4 2 x ability modifier
Level 6 (6 + CON mod)x10 4 adventurer, 2 champion 2 8 2 x ability modifier
Level 7 (6 + CON mod)x12 4 adventurer, 3 champion 1 4 5 +1 to 3 abilities 2 x ability modifier
Level 8 (6 + CON mod)x16 4 adventurer, 3 champion, 1 epic 3 8 3 x ability modifier
Level 9 (6 + CON mod)x20 4 adventurer, 3 champion, 2 epic 1 5 6 3 x ability modifier
Level 10 (6 + CON mod)x24 4 adventurer, 3 champion, 3 epic 3 9 +1 to 3 abilities 3 x ability modifier

WITCH STATS

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Intelligence or Charisma (different from racial bonus)
Initiative Dex mod + Level
Armor Class (light armor) 10 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 11 + middle mod of Int/Wis/Cha + Level
Hit Points (6 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d6 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points
Talents 3
Feats 1 per Level

Gear

At 1st level, Witches start with very little.  Witches are less inclined to physical combat than even wizards, but may carry a staff.  Otherwise they wear simple, often homespun robes, and carry the ritual components necessary for their spells and rituals.  They may also carry a holy symbol of their deity, often primitive and homemade.  They may also have very basic adventuring gear, although seldom anything fancy such as fine wine or first quality supplies.  As outcasts, witches are typically poor, although they’ll have often saved enough through the sale of poisons to have 25gp on hand or 1d6 x 10 if they’re a bit chancier with their money.

Melee attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: WEAPON + Strength damage

Miss:

Ranged spell

At-Will

Target: One enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss:

CLASS FEATURES

Ritual Magic
Witches can cast their spells as rituals (see page 192 of the 13th Age Guide).

Heal

Like clerics, witches can heal allies during battle.  The witch’s basic heal is similar to that of the cleric, but is enhanced in different ways via feats.

Close quarters spell.

Special: This spell may be cast twice in any battle.

Quick action to cast (1/round)

Target: You or one ally next to you.

Effect: The target can heal using a recovery.

Adventurer feat: Instead of healing via a recovery, the heal can be used to allow an immediate save for an enchantment, mind-influencing or cursing effect that a save can end.  The save has a bonus equal to the witch’s charisma modifier.

Champion feat: Instead of healing via a recovery, the heal can be used to allow an immediate save for enchantment, mind-influencing or cursing condition affecting the character even if a save would not normally be allowed.  The save has a bonus equal to the witch’s charisma modifier.

Epic feat: Instead of healing via a recovery, the heal can be used to immediate end one enchantment, mind-influencing or cursing condition affecting the character even if it does not normally allow for a save.  No save is required.

Minor Witchery

The witch is able to summon small feats of magic at will.  These feats are quite limited in power (generally weaker than a wizard’s cantrips).  The witch is free to shape this magic according to his/her imagination, but these effects should not influence combat or change the course of events aside from a minor show of magic.  Examples of minor witchery would include the ability of the witch to clean herself from non-magical dirt and grime, enchant a small animal to perform a minor trick (but not do things like set off traps), draw an image in the air, etc.  Generally these abilities should be for show and fun, rather than for practical gain.

 

Counter-Magic

Witches are particularly adept at countering the magic of others.  It’s part of what makes them irritating.  All witches have the counter-magic ability and it can be used in or out of combat.

Close quarters spell

Once per battle or encounter

Free action to cast

Trigger: A nearby creature you see casts a spell.

Target: The creature casting the spell

Attack: Intelligence + Level v MD

Hit: The target’s spell is canceled and the caster loses the action required to cast the spell.  If the spell had limited use, that use is expended if your attack roll is even.

Adventurer Feat: Counter-magic can be used three times per battle.

Champion Feat: Counter-magic can be used against a creature casting any magical ability not just a spell

Epic Feat: The spell or magical can now be captured, not just canceled.  Within one round the witch can cast the spell herself at any target she so chooses including the original caster.  It still requires a separate casting action equivalent to the original spell.  Since the witch is able to capture buffs as well as offensive spells, the caster may use a buff on her own allies.  Failure to cast the spell within one round means the spell is lost, but does not use up any limited spell slots of the caster’s own.  It’s possible this captured spell may itself be captured through counter-magic and casting battles between witches are not unheard of.

 

Prayers, not Books

Witches pray for spells as do clerics, and do not use spell books.  Nor do they depend much on wands or components or holy symbols.  It’s difficult to separate a witch from her spells.

 

A Blessing and a Curse
One of the unique aspects of the witch is her or his ability to perform blessings and curses on a large scale.  Such effects are done in conjunction with the god or power that grants the witch her abilities and gains in power over time.  The bless/curse function is not a combat power exactly, but rather a chance for the witch to have a broader impact on the world around her.  Blessings and curses are large scale efforts to change the fate of an individual or group.  Their effects can be both subtle and powerful.  They will take both imagination and cooperation between the player and DM to make work, but they can be interesting story devices.  They never should be used to derail a campaign however, and some safeguards are built into this mechanic with that in mind:

  • Blessings and curses influence the story but not game mechanics.  It is not possible to use a curse to daze or kill an enemy, nor is it possible to bless an ally with a permanent bonus to attacks.  But blessings and curses can set up atmospheres and story elements that increase or decrease danger around others in the game.  For instance a curse may be used to surround an NPC with ill omens that, in turn, may decrease their influence.  Or a town might be cursed with bad luck such that crops wither or livestock sickens.  A character could be cursed so that failures on skill checks always have particularly dramatic (although usually not life-threatening) results.  A character could be cursed to suffer a negative fate under a particular set of unusual circumstances (think Sleeping Beauty), although again, death is not the result.  Or blesses could be used in the opposing direction, to give a character or town particularly good fortune.  Blesses are also often used to blunt the impact of curses.  The prototypical example is using bless to set up circumstances under which a curse might be reversed, typically involving, again, some unusual circumstances or an epic quest.
  • Blessings and curses always align with the forces that grant the witch her power.  A good-aligned moon goddess will not aid her witch in cursing a city out of spite.
  • Blessings and curses are grueling work.  A blessing or curse takes a full 24 hours to work through and must be uninterrupted.  Once cast, the witch is staggered and dazed.  These conditions remain and cannot be removed until the witch is able to rest for a full 8-hour period.
  • If the witch reasonably believes death is imminent, she can use the ability as a standard action to lay down a curse on whoever is responsible for her death.  Alternatively she can lay a blessing on one she reasonably believes is in imminent danger from those who are about to kill her.  If she is wrong about her imminent death, she is staggered and dazed for a full 24-hours and the curse becomes void (although a blessing still holds).
  • Blessings and curses are not anonymous.  It’s hard to hide one’s tracks when using such powerful magic.  Casting curses is almost guaranteed to bring out the torches and pitchforks.  Interfering in dark forces’ curses with blessings is likewise certain to raise the ire of bane influences.
  • Most curses and blessing have an escape clause…some course of action that can reverse the curse or even undo a blessing.  Such escape clauses are typically arduous (and the stuff of legends!) but can be done for those who are truly motivated.  A reasonable “escape clause” should be part of every blessing or curse.  It will typically be secret, but others may be able to discern it through investigation or logic.
  • As mentioned, the power of the blessings/curses increases as the witch increases in power.  Below is a chart that details some of the scope of a witch’s curse or blessing:

 

Level Range               Scope                          Examples

Adventurer                  A single individual      Chloe will find true love when she learns to put others before herself.

Edwyn’s efforts to win others to his cause will only alienate them further.

Champion                    A town                                    The Company of the Chalice will be haunted by the spirits of those they killed.

The town of Chelsea will find water aplenty in this time of drought.

Epic                             A nation                      When the White Queen falls, her people will be plunged into famine and plague.

So long as they keep the faith of the Moon Goddess, Elyria will never fall.

Again, blessings and curses set up large scale scenarios that can be quite impactful, but shouldn’t derail the course of a DM’s campaign.  Since they occur only with the blessing of the witch’s gods, DMs can always decline a particular curse or blessing.  They should never be used to do things like auto-slay the leader of an orc tribe the party is about to take on.  But a curse could be used on the tribe to make them the recipient of ill omens that make them nervous and undermine the tribe’s confidence in the leader.  This is a pretty flexible mechanic, one that will require a lot of maturity, imagination and communication between player and DM.

OUTCAST

The witch class does come with one significant bane and that is its outcast nature.  As a consequence, although many witches may be very charismatic, they are typically not received well by representatives of established cultural hierarchies such as representatives of monarchical governments or religious authorizes.  When dealing with individuals of such backgrounds, the default position of these individuals toward the witch is always hostile, and witches suffer -4 to all interaction/diplomacy rolls with such individuals.  This penalty may be removed at the DM’s discretion should a witch prove herself to an individual NPC, but even epic witches suffer a default penalty with most authorities.  This diplomacy bane does not apply to other characters the witch may interact with.

CLASS TALENTS

Note, you MUST choose either Black Magic or White Magic as one of your talents.

 

BLACK MAGIC
You have aligned yourself to the forces of darkness.

This talent cannot be taken in combination with the WHITE MAGIC talent.  Good aligned witches cannot take the BLACK MAGIC talent.

Whenever an enemy or ally near you takes a critical hit, you can steal some of their life energy. You can take a further 5 hps from the target and heal yourself the same amount.  Your spells now do negative energy damage in addition to their usual damage type.
Adventurer Feat: Spells using negative energy damage gain a +1 to damage per tier.

Champion Feat: You can take 10hps rather than 5.

Epic Feat: You can take 15hps rather than 5.

 

BLACK WIDOW
You have learned the art of poisons.  Poisons cost the full cost of potions per tier to make on page 283 of the 13th Age Guidebook.  Poisons are one-use and can either be applied to a bladed weapon or mixed with food or other substances to be imbibed.  Poisons weaken the target (save ends) and do damage equivalent to the healing ability of a potion of the same tier level (e.g. the equivalent of a recovery + 1d8 at adventurer…)

Adventurer Feat: The damage done by poisons is now +2d8 per tier with ongoing 5/poison per tier

Champion Feat: Poisons cost only ½ the cost of the asking price potions to make.

Epic Feat: The damage done by poisons is now +9d8 with ongoing 30/poison

CANDLE MAGIC
Witches with this talent have become adept in the use of candles to enhance their rituals.  This talent grants a +2 skill check bonus, per tier to rituals the witch casts.

Adventurer Feat: The bonus to skill checks becomes +3 per tier.
Champion Feat: Rituals can now be cast faster by using all one’s actions to cast the ritual in 1d3+1 rounds.
Epic Feat: The witch is able to cast any non-attack witch spell as a ritual, not just spells she has prayed for.

 

ENCHANTRESS/ENCHANTER
You gain a +1 attack bonus, per tier, with spells involving mental control or forced movement against sentient humanoids of the opposite gender (or same gender if playing a gay or lesbian character.  Bisexual characters will have to pick!)

Adventurer Feat: You gain a +1 save bonus per tier against mind altering effects or forced movement.
Champion Feat: The enchanting attack bonus now counts against both genders or non-gendered sentient humanoids.
Epic Feat: The enchanting attack bonus now counts against all sentient targets, humanoid, non-humanoid or undead.

 

EYE OF NEWT
You have become adept in making potions, oils and runes (page 283 of the 13th Age Guidebook).  Making one-use items requires 3 uninterrupted hours per item, and costs 2/3 the asking price on page 283.  If she wishes, the witch can indeed sell the potions for the price listed in page 283, but doing so often gets the local authorities attention…

Champion Feat: One-use items can be made for half the price listed on page 283..
Epic Feat: If she wishes, the witch can make dual-use potion, combining two effects into one imbuement.  There is always a small risk to consuming such powerful potions, however.  Roll a d20.  On a natural 1, the potion still has the intended effects, but the imbiber is weakened until they are able to take a short rest.

 

WHAT’S IN A NAME
You have learned to infuse your spells by calling upon the names of long-forgotten spirits, demons or eldritch gods (depending on your inclination).  Doing so potentially infuses your spell craft with great power, but potentially comes at a price.  Whenever you cast a daily attack spell you can choose to invoke the power of an eldritch force.  When you do so, roll a d20.  The results are as follows:

20: The spell is an automatic critical hit to all targets

18-19: The spell is cast with a +1 to hit and an additional d6 damage per tier

15-17: The spell is cast with an additional d6 damage per tier.

13-14: The spell is cast as normal, but does not count against its daily use

10-12: The caster may take an additional move or quick action this round

8-9: The spell is cast as normal.  One ally of the caster’s choice can heal using a recovery

5-7: The spell is cast as normal

2-4: The spell is cast as normal, but the caster takes d4 damage per tier

1: The spell fizzles and is lost for the day

 

WHITE MAGIC
You have aligned yourself to the forces of light.

This talent cannot be taken in combination with the BLACK MAGIC talent. Evil aligned witches cannot take the WHITE MAGIC talent.

Your attacks now do holy damage in addition to their basic damage type, unless you specify otherwise.  Also when an ally near you receives a critical hit you can sacrifice one of your recoveries to them and they can use the recovery as an immediate free action to heal.
Adventurer Feat: Spells using holy damage gain a +1 to damage per tier.

Champion Feat: When you hit an evil target with a spell using holy damage, you gain +2 to AC against that target until the end of your next turn.

Epic Feat: When you hit an evil target with a spell using holy damage, you gain +2 to MD and PD against that target until the end of your next turn.

 

WITCH’S FAMILIAR
The witch’s familiar works similarly to the wizard’s familiar (see the 13th Age Guidebook, page 149).  Witches, not surprisingly, seem fond of cats as familiars, although that’s not a hard and fast rule.  Their relationships with their familiars tend to have a bit of an edge to them, as if they are in a bit of a battle of wits.  Witches familiars are also a bit more independent than those of wizards, which both makes them a bit more unreliable, but also a bit more useful for going on longer range or longer term errands.  All witches familiars can talk, although they usually know enough not to other than with the witch or her companions.  The familiar can still choose two other abilities.

Adventurer Feat: The familiar gains another ability.

Champion Feat: If it is within 1 mile of you per level, the familiar can telepathically transmit what it is seeing and hearing to you.  This bond lasts for 1 minute per level and is renewed with an 8-hour rest.

Epic Feat: The familiar gains another ability.

POWERS

1ST LEVEL POWERS

BREAK ENCHANTMENT
Closed-quarters spell
Once per battle

Quick action to cast
Effect:
The ally is granted an immediate save versus any one magical condition affecting him/her, even if the effect does not normally grant a save.  The save is made at a +2 bonus.

3rd level spell: The save is made with a bonus equal to the witch’s charisma modifier

5th level spell: The save can break all ongoing effects, whether magical or not, including ongoing damage

7th level spell: The save is made with a bonus equal to the witch’s charisma modifier +2

9th level spell: The effect is automatically ended, no save is required

CLAIRVOYANCE
Ranged Spell
Daily
Effect:
When you cast this spell, you are granted a brief view of an area well known to you.  The area can be anywhere on the same plane of existence so long as it is previously known to you.  The vision lasts for 1 minute and does not include sound or other senses.

3rd level spell: The location does not need to be previously known to you, although you must know the approximate location

5th level spell: The vision can last for as long as you like, so long as you concentrate (expend standard actions) to maintain it

7th level spell: The vision can be anywhere, does not need to be on the same plane

9th level spell: You can target a single spell through the vision to the target location if you wish.  The vision then immediately ends.

Note: This spell can be combined with clairaudience into a single ritual

 

DARK AURORA

Ranged spell

At-will
Target:
One nearby enemy
Attack:
Intelligence + Level vs. MD.
Hit:
1d8 + charisma negative energy damage and the target is dazed for one round.

Miss: Damage equal to your level + charisma
3rd level spell: 2d8 + charisma

5th level spell: 3d8 + charisma

7th level spell: 5d10 + charisma

9th level spell: 7d10 + charisma
Adventurer Feat: If a target is staggered by the attack it is stunned rather than dazed

Champion Feat: The target’s penalty to attack becomes equal to your charisma modifier

Epic Feat: Your charisma in addition to your intelligence modifier is added to the damage roll

 

ELDRICH BOLT
Ranged spell
At-will
Target:
One nearby enemy
Attack:
Intelligence + Level vs. PD.
Hit:
2d8 lightning damage and the target has -1 to attacks until end of your next turn.

Miss: Damage equal to your level
3rd level spell: 3d10 damage

5th level spell: 5d10 damage and -2 to attacks

7th level spell: 6d10 damage

9th level spell: 10d10 damage and -3 to attacks
Adventurer Feat: If the target is staggered after this attack, you or a nearby ally can heal 5hps

Champion Feat: The target’s penalty to attack becomes equal to your charisma modifier

Epic Feat: Your charisma modifier is added to the damage roll

 

ENTHRALL
Ranged spell
Recharge:
16+ after the battle
Target:
One nearby enemy with 42 hps or fewer
Attack:
Intelligence + Level vs. MD
Hit: You can command the enemy to move up to their normal movement and make a basic attack, melee, ranged or weakest at-will magical attack against a target of your choice.  The attack is made with a bonus equal to your Charisma modifier.
Miss:
The target is dazed until the end of your next turn

3rd level spell: Target with 64 hps or fewer

5th level spell: Target with 96 hps or fewer

7th level spell: Target with 160 hps or fewer

9th level spell: Target with 266 hps or fewer
Adventurer Feat: If you expend a move action, you can attempt to hold the effect each round.  At the start of each of its rounds, the target can try to break your hold with a save.  The save is made with a subtraction from the dice roll equal to your Charisma modifier.  If the target fails its save, at the start of each your next turn, you can force the target to make another basic attack.  You must expend the move action to hold the spell on each of your turns, including the first turn you cast the spell, before the target makes its save.
Champion Feat: Recharge is now 11+
Epic Feat: Increase the hp limit by +50 hp.

 

GLAMER
Ranged Spell
Daily

Quick action to cast
Effect:
This spell is cast to change one’s appearance to appear more elegant, powerful, horrendous or frightening than one actually is according to the witch’s desire.  Unlike the wizard’s disguise self, the glamer is not typically used to hide one’s identity but rather to alter the reactions of others by impressing or frightening.  The effect makes interactive skill checks one check easier.  For instance, if impressing a skeptical NPC who might aid you would be hard task, using glamer would make it normal task.  Glamer can be used to influence any interaction-based roll involving diplomacy, interrogations, intimidations or bluffing.  The glamer lasts for the length of the interactive encounter.  It can also be used in combat situations to intimidate or attempt diplomacy

3rd level spell: The spell can be cast on an ally rather than oneself

5th level spell: Interaction based skill checks now get a +2 to the roll whilst glamer is active

7th level spell: The spell can now be extended to one nearby ally.

9th level spell: Interaction based skill checks now get a +4 to the roll whilst glamer is active

Note: In ritual form, the spell can be used to make oneself or others particularly attractive or horrid for longer periods of time.  If the recipient is unwilling this requires a charisma + level vs MD roll to succeed.  The recipient must be nearby, although at 9th level it can be combined with the clairvoyance spell.  The ritual version of the spell can never last more than 4 hours and will typically be tied to a pre-determined end point (i.e. midnight; when the prayer bell tolls, etc.)

 

NOW YOU SEE ME
Close-quarters spell
Recharge: 11+ after battle.

Free action to cast when an attack hits your MD or PD
The attacker must reroll the attack.  You must accept the new result.  If the new result misses, you become invisible to the attacker until the end of the attackers next round.
3rd level spell: The spell now works for attacks that target AC as well as MC or PD

5th level spell: You gain a +2 defense bonus against all rerolled attacks.

7th level spell: You gain invisibility toward the target whether the attack hits or misses

9th level spell: The defense bonus improves to +4
Adventurer Feat: You may now choose either of the attack rolls.
Champion Feat: Recharge is now 6+
Epic Feat: Hit or miss you only take half damage from any attack you use Now You See Me against.

SPIRIT BLESSING

Close-quarters spell
Recharge: 11+ after battle.

Free action to cast when damaged by an attack
Trigger:
You are damaged by an attack
Effect:
You heal using a recovery.
3rd level spell: You heal using a recovery +1d8

5th level spell: You heal using a recovery +2d8

7th level spell: You heal using a recovery +3d8

9th level spell: You heal using a recovery +4d8
Adventurer Feat: You can cast the spell when an ally is hit, healing the ally instead of yourself.
Champion Feat: Recharge is now 6+
Epic Feat: The attacking enemy takes holy damage equal to 4d8.

 

SWARM OF BEES
Ranged spell
Daily

Target: 1d4 nearby enemies in a group
Attack:
Intelligence + Level vs. PD
Hit: 3d8 poison damage and dazed until end of your next turn.
Miss:
Damage equal to your level and dazed until end of your next turn

3rd level spell: 5d8 damage

5th level spell: 6d10 damage and stunned rather than dazed on a hit

7th level spell: 2d4x10 damage and stunned on both hit and miss

9th level spell: 4d4x10 damage

3RD LEVEL POWERS

 

BROOMSTICKS AND NIGHTMARES
Close-quarters spell
Daily
Effect:
When you cast this spell, you are granted the ability of flight.  The ability lasts for a single round (or 1 minute out of combat) and you must land at the end of the duration or fall.  The witch must also have a focus on which to cast the spell, something to ride.  An ordinary broom is the obvious example.  Other witches may prefer something like a glass ball that would magically expand to create a bubble to ride in.  A carriage would also work.  Animals such as horses can also be the focus, but the witch is well advised to get the animal trained or else it will panic when it begins floating.  Absent a reasonable focus, the spell will not work.

5th level spell: The flight lasts for the length of a combat or 5 minutes

7th level spell: The spell can be cast as a quick action

9th level spell: Length of the flight lasts a number of hours equal to the witch’s charisma modifier.

 

CLAIRAUDIENCE
Ranged Spell
Daily
Effect:
When you cast this spell, you are granted a brief listen in an area on the same plane of existence.  You need to know the approximate location although it does not need to be previously known to you.  The effect lasts for 1 minute and does not include sight or other senses.

5th level spell: The experience can last for as long as you like, so long as you concentrate (expend standard actions) to maintain it

7th level spell: The experience can be anywhere, does not need to be on the same plane

9th level spell: The clairaudience becomes impervious to detection.  Efforts to detect the clairaudience must target your MD + intelligence modifier.

Note: This spell can be combined with clairvoyance into a single ritual

 

CURSE OF THE OLD GODS

Ranged spell
At-will
Target:
One nearby enemy
Attack:
Intelligence + Level vs. MD

With this spell you utter old words of doom, castigating the enemy for neglecting the old faiths.
Hit: 4d8 + charisma holy damage.

Miss: level + charisma holy damage

5th level spell: 6d8 damage

7th level spell: 7d10 damage

9th level spell: 10d12 damage

Adventurer Feat: You can voluntarily halve the damage done and allow one ally a free recovery
Champion Feat: If you miss, you can immediately fire the spell again at the same target with a -4 to the dice roll.  You must accept the new dice roll.
Epic Feat: If the enemy is staggered after the curse hits, they are also hampered until the end of your next turn.

 

MOONBOW
Close-quarters spell
Daily
Target:
One or two enemies per round
Attack:
Intelligence + Level vs. PD

Casting this spell summons up a swirling longbow that mixes the 7 basic colors of the rainbow.  The witch can make two attacks per round with the longbow without penalties whether she has proficiency with the longbow or not.  Range is similar for a normal longbow.  For each attack she chooses one of the seven colors.  Firing that color expends it.  The bow disappears when all 7 colors have been fired.
Hit: The effects of the longbow depend upon which color is fired.

Red: 7d8 + intelligence fire damage and ongoing 5 fire (save ends).  Can also set fire to normal combustibles.

Orange: 7d8 + intelligence force damage and the target is knocked prone

Yellow: 7d8 + intelligence holy damage and the target is blinded (save ends, -4 to attacks, cannot target ranged spells)

Green: 7d8 + intelligence poison damage and the target is hampered

Blue: 7d8 + intelligence cold damage and the target is stuck (in ice)

Indigo: 7d8 + intelligence necrotic damage and the target is weakened

Violet: 7d8 + intelligence lightning damage and the target is stunned
Miss:
Half damage.  Condition still applies with +2 to save rolls.

5th level spell: 10d10 damage

7th level spell: 2d8 x 10 damage

9th level spell: 3d8 x 10 damage
Champion Feat: You can fire three arrows on the first round, four on the second
Epic Feat: The crit range for attacks by the bow is expanded to 19-20

 

REMOVE AFFLICTION
Close-quarters spell
Daily

Quick action to cast
Target:
Adjacent ally or self

Effect: When you cast this spell, you grant yourself or an adjacent ally relief from an affliction they are suffering from.  They are instantly cured of any natural disease affecting them.  You can also cure them of any disease of a magical or unnatural nature, so long as it was inflicted by a creature or source of your level or lower.  This spell can also be used to end the effects of poison including ongoing poison damage

5th level spell: The spell also grants resistance to poison 10 for the remainder of the battle or encounter

7th level spell: The spell grants the recipient immunity to disease for 24 hours

9th level spell: The spell also grants resistance to poison 20 for the remainder of the battle or encounter.

 

TEMPTING APPLE
Close-quarters spell
Recharge: 11+ after battle
Interrupt action
Trigger:
An enemy with 64 hps or fewer approaches to within melee range
Attack:
Intelligence + Level vs. MD

Effect: You offer a shiny red apple which it promptly eats, falling into a deep sleep lasting a number of rounds equal to 1 + your charisma modifier.  Attacking the target during this time allows it a save + 2 to awaken.
5th level spell: hp cap is raised to 96 hps

7th level spell: hp cap is raised to 160 hps

9th level spell: hp cap is raised to 266 hps

Adventurer Feat: The save to awaken if attacked is no longer at +2

Champion Feat: Recharge is now 6+
Epic Feat: Add 50 hps to the cap

 

WALL OF ROSES
Ranged spell
Daily
Target:
1d4 nearby enemies in a group
Effect:
Casting this spell creates a wall or thick, thorny tangles up to 40’ high around a group of enemies, effectively cutting them off from battle.  No ranged weapons or magic spells can be fired through the wall from either direction.  Enemies with flight can fly over the wall, but otherwise trying to climb, bash or cut through inevitably damages the trapped enemies for 5d10 + intelligence poison damage and are weakened (save ends).  The thorny roses are not susceptible to burning or other herbicidal efforts.  The roses remain until you dismiss them.  The wall cannot be cast directly onto enemies, but surrounds them.

Warning: Any ally engaged in melee with enemies can roll a save to decide which side of the wall she or he ends up on.  On a failed save they are trapped with the enemies inside the wall.

5th level spell: 8d12 damage

7th level spell: 3d6 x 10 damage

9th level spell: 5d6 x 10 damage

5TH LEVEL POWERS

CURSE OF THE WANING MOON
Ranged spell
Recharge: 16+ after battle
Target: 1d3 nearby enemies
Attack:
Intelligence + Level vs. MD

You invoke the force of the moon itself to condemn your enemies.
Hit: 6d8 holy damage.

Miss: level holy damage

7th level spell: 7d10 damage

9th level spell: 10d12 damage

Champion Feat: Recharge is now 11+
Epic Feat: Your charisma modifier is added to all damage rolls

 

DISMISSAL
Ranged spell
Daily
Target: 1d3 summoned or conjured enemies including any extraplanar entities if they are not on their home plane with hps less than or equal to 96.
Attack:
Intelligence + level vs. MD.
Hit:
The entities are immediate sent back to their home plane.  They cannot return for at least 24 hours, and suffer a -4 to their skill checks to return for one week.
Miss: The entity remains but takes 4d8 + charisma holy damage
7th level spell: 160 hps cap and 6d8 damage roll on a miss

9th level spell: 266 hps cap and 8d8 damage roll on a miss

Champion Feat: Charisma modifier is now added to the attack roll
Epic Feat: Add 50 to the hp cap

 

PENTEGRAM

Close-quarters spell

Daily

Quick action to cast

Effect: Casting this spell summons a circle of protection surrounding a pentagram beneath the witch and her nearby allies.  Whilst the witch is conscious, for the remainder of the battle, extraplanar, summoned or conjured enemies are at -1 to hit anyone within the circle.  An enemy so affected by the circle that attempts to attack anyone within and misses, is dazed until the end of its next turn.

7th level spell: -2 to hit

9th level spell: -3 to hit

Champion Feat: Enemies who miss are both dazed and weakened
Epic Feat: Enemies who miss also take 6d6 + charisma holy damage

 

SHADOW FORM
Close-quarters spell

Daily
Quick action to cast
Effect:
Your form becomes shadowy and insubstantial, nearly hidden at night.  You gain +4 to AC and are impossible to spot or target at ranges other than nearby.  You gain +6 to stealth checks and take only half damage from weapon attacks.  The effect lasts for 5 minutes.

7th level spell: The effect lasts for 1 hour

9th level spell: The effect lasts for 2 hours


7TH LEVEL POWERS

 

COMFORT OF THE OLD GODS

Close-quarters spell

Recharge: 16+ after battle

Quick action to cast

Target: Self and 1d4 nearby allies

Effect: This spell grants considerable protections against extraplanar, summoned or conjured enemies.  MD against attacks by such enemies is at +4, and attacks targeting MD can never critically hit.  The recipient also gets +2 to AC and PD against such foes.  Melee or physical attacks that hit AC or PD, do 7d8+charisma holy damage to the attacker.  If hit with an attack that forces action, movement, charms, confuses, dazes, frightens or stuns, the defender gets an immediate save with a bonus equal to the witch’s charisma modifier

9th level spell: + 6 to MD and +4 to AC and PD

Epic Feat: Recharge is at 11+, effect includes up to 8 nearby allies with no need to roll.

 

PIERCE RESISTANCE

Ranged spell

Recharge: 16+ after battle

Quick action to cast

Target: 1 nearby enemy

Attack: Intelligence + Charisma vs MD

Hit: You can ignore any resistances that enemy has when targeting spells for the remainder of the battle.  You also have a +2 to all attacks against MD against that enemy.

Miss: –

9th level spell: + charisma modifier instead of +2 against MD for all attacks against that enemy

 

RESURRECTION

This spell works identically to the clerical spell in the 13th Age Guidebook, page 100.

 

SEDUCTION
Ranged spell
Daily
Special: This spell works only on others of the opposite gender
Target:
1 nearby sentient individual with 160 hps or less.
Attack: Intelligence + level vs. MD

Hit: The target believes you are the love of their life and any who threaten you are their mortal enemies.  They effectively switch sides for the remainder of the battle, using all powers and abilities at their disposal to defend you.  Once the battle is over they fall unconscious, exhausted.   
Miss:
The target is dazed and weakened (save ends)

9th level spell: Intelligence + Charisma + level vs. MD, hp cap raised to 266

 

9TH LEVEL POWERS

PLANAR PORTAL
Close-quarters spell

Daily
Effect
:  The witch is able to open a portal to another plane.  She and up to 6 allies can travel through the portal.  However, such portals are a dangerous thing.  When the portal is opened, roll a d20.  On a natural “2” the portal is 2-way and creatures from the other side may be unleashed onto the witch’s home plane.  On a natural “1” the portal is opened to the wrong plane and, as with a “2” is 2-way. 
Epic Feat:
The portal never opens onto the wrong plane, and only a natural 1 opens a 2-way portal.

 

WAIL OF THE BANSHEE
Daily

Ranged spell

Target: All nearby enemies
Attack: Intelligence + level vs. PD

Hit: 6d6 x 10 damage and the target is weakened and vulnerable.

Miss: Half damage and the target is weakened

Epic Feat: Attack roll is now Intelligence + Charisma v PD.

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About the author

Chris Ferguson is a psychology professor at Stetson University where he does research on video game violence.  He has played role-playing games for 30 years.  He is the author of a mystery novel, Suicide Kings set in Renaissance Florence, in which a young woman investigates the death of her mother even as evidence points to her father potentially being responsible for her mother’s death.  The book is available on Amazon.com.

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