# The Weird Wilds (Crypto Coven classes for Pathfinder d20)
## A Grimoire by [The Enigma](https://www.cryptocoven.xyz/witches/640)
The Weird Wilds is a set of resources to bring the [Crypto Coven](crptocoven.xyz) universe to life through the [Pathfinder d20 tabletop gaming platform](https://www.d20pfsrd.com/).
This is a work in progress. The first version includes base classes for the Archetypes, Astrological charts, and Attunements.
Future works will be uncovered detailing adventures throughout the Weird Wilds, advanced classes, and new magical Patrons.
## On Witches
The Archetypes of power are based on the Witch class with additional modifications.
Pathfinder has a respectible, if uneducated, view of witches:
"While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches’ spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them."
We know we are so much more.
## Archetypes of power
* Enchantress
* Hags
* Mages
* Necromancers
* Occultists
* Seers
### Enchantress
*An **Enchantress** is a being of glamour. Your hand may pass through the waves of their hair, the weight of their cloak, the wonders of their lips. They are simultaneously here, there, anywhere, with power to grasp and feeble minds to conquer. You must move out of an Enchantress’s way when they walk. You see reality shimmer in and out of being with each click of their heel. They cast you into love so deep with a wave of their arm you do not care they have demolished your city to clear the western view from their tower.*
The Enchantress's unique brand of magic allows them to easily confound enemies, manipulate your deepest emotions, and walk through the physical and magical realms unhindered by obstacles.
**Alignment:** Any.
Hit Die: d6.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Enchantress’s class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Skill Ranks per Level: 6 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Cantrips, hex, patron spells, witch’s familiar |
| 2nd | +1 | +0 | +3 | +3 | Hex |
| 3rd | +2 | +1 | +3 | +3 | |
| 4th | +3 | +1 | +4 | +4 | Hex |
| 5th | +3 | +1 | +4 | +4 | |
| 6th | +4 | +2 | +5 | +5 | Hex, Suggestion |
| 7th | +5 | +2 | +5 | +5 | |
| 8th | +6/+1 | +2 | +6 | +6 | Hex |
| 9th | +6/+1 | +3 | +6 | +6 | |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex |
| 11th | +8/+3 | +3 | +7 | +7 | |
| 12th | +9/+4 | +3 | +8 | +8 | Hex |
| 13th | +9/+4 | +3 | +8 | +8 | |
| 14th | +10/+5 | +3 | +9 | +9 | Hex |
| 15th | +11/+6/+1 | +3 | +9 | +9 | |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex |
| 17th | +12/+7/+2 | +3 | +10 | +10 | |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex, mass suggestion |
| 19th | +14/+9/+4 | +3 | +11 | +11 | |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 1 | | | | | | | | |
| 2nd | 4 | 2 | | | | | | | | |
| 3rd | 4 | 2 | 1 | | | | | | | |
| 4th | 4 | 3 | 2 | | | | | | | |
| 5th | 4 | 3 | 2 | 1 | | | | | | |
| 6th | 4 | 3 | 3 | 2 | | | | | | |
| 7th | 4 | 4 | 3 | 2 | 1 | | | | | |
| 8th | 4 | 4 | 3 | 3 | 2 | | | | | |
| 9th | 4 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10th | 4 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
#### Class Features
**Weapon and Armor Proficiancy**
Enchantresses are proficient with all simple weapons, plus the longsword, rapier, sap, shortsword, shortbow, staff, and whip. They are not proficient with any type of armor or shield. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail.
**Spells**
An Enchantress casts arcane spells drawn from the [witch spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-list-witch). An Enchantress must choose and prepare their spells ahead of time.
To learn or cast a spell, an Enchantress must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spell is 10 + the spell level + the Enchantress’s Intelligence modifier.
An Enchantress can cast only a certain number of spells of each spell level per day. Their base daily spell allotment is given on the Spells per day table. In addition, they receives bonus spells per day if they have a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).
An Enchantress may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar or an object or place with a magical connection. While communing, the Enchantress decides which spells to prepare.
**Cantrips** Enchantresses can prepare a number of cantrips, or 0-level spells, each day, as noted on the spells per day table. These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Hypnotic Stare (Su)**
An Enchantress can focus their stare on one creature within 30 feet as a swift action. That creature takes a –2 penalty on Will saving throws. This penalty changes to –3 at 8th level. An Enchantress can maintain this stare against only one opponent at a time; it remains in effect until the Enchantress stares at a new target, the opponent dies, the opponent moves farther than 30 feet away, or the Enchantress falls unconscious or dies. The Enchantress can remove the memory of the stare from the target’s mind; The creature doesn’t remember that it was affected (nor does it realize that it is currently being affected) unless the Enchantress allows it. The hypnotic stare is a psychic effect, and relies more on the Enchantress’s focus than the target’s perception of the stare. It can’t be avoided in the same ways a gaze attack can. The Enchantress can use this ability even while blinded, but must succeed at a DC 20 concentration check to do so. Staring at a creature requires the Enchantress’s focus, so if they use a gaze attack or similar ability, they must target the subject of the hypnotic stare or voluntarily end the stare. The penalties from multiple stares don’t stack, nor do they stack with penalties from witches‘ evil eye hexes. This is a mind-affecting effect.
**Enchantress's Glamours (Su)**
An Enchantrss can create mental bonds with their allies, implanting magical suggestions in their minds that they can later activate. Each day, they can implant a number of these glamours equal to 1/2 the Enchantress's level (minimum 1) plus their Intelligence bonus (if any). They can have only one glamour implanted at a given time, and implanting a new glamour ends the previous one (the Enchantress still loses the use of this ability he spent on the previous glamour).
To implant a glamour, the Enchantress must take a standard action and either touch a willing creature or implant the glamour in themselves. A creature can be the subject of only one Enchantress glamour at a time. The Enchantress can activate the glamour as a free action when a triggering condition is met (as defined in the glamour’s description), even if it isn’t their turn. The subject must be within medium range (100 feet + 10 feet per level) for the Enchantress to trigger the glamour.
The Enchantress monitors for the glamour’s triggering condition through a subtle telepathic connection, so they don't need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering glamours. An implanted glamour lasts until the next time the Enchantress regains their spells.
Once triggered, a glamour is no longer implanted, and can’t be triggered again until the Enchantress implants the glamour again. The duration of the effect caused by triggering a glamour is either instantaneous or appears in the glamour’s entry. The DC for any Enchantress glamour or masterful glamour that requires a saving throw or skill check is 10 + 1/2 the Enchantress’s level + the Enchantress’s Charisma modifier.
The Enchantress knows one glamour at 1st level, and learns another glamour at 2nd level and every 2 levels thereafter (to a maximum of 11 glamours at 20th level). Each daily use of Enchantress glamours can be used to implant any glamour the Enchantress knows. Unless specifically noted in the Enchantress glamour’s description, a Enchantress can’t choose a particular glamour more than once.
Astounding Avoidance: The subject can avoid damage from magical and unusual attacks. The Enchantress can trigger this glamour when the subject attempts a saving throw against an attack or spell that normally deals half damage on a successful save, before the subject rolls the save. If the subject succeeds at her save, she takes no damage. If the Enchantress is 12th level or higher, the subject takes only half damage if she fails her save. The benefits of this glamour don’t stack with those of the evasion or stalwart class features.
Compel Alacrity: A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The Enchantress can trigger this glamour when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the Enchantress possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this glamour doesn’t count against the subject’s movement speed for that round.
Chain of Eyes: The subject can share her senses with the Enchantress. The Enchantress triggers chain of eyes by closing their eyes and concentrating on the implanted subject, allowing the Enchantress to see and hear everything the target experiences with her own senses of sight and hearing (including any special senses or magical effects). Once triggered, chain of eyes lasts for 1 minute per Enchantress level or until the Enchantress shifts their field of vision back to himself as a free action. While viewing events from the target’s perspective, the Enchantress is flat-footed, even if they can see themselves from another perspective. Source PPC:OO
False Flanker: A duplicate of the Enchantress appears momentarily, as though they were fighting in tandem with the subject. The Enchantress can trigger this glamour when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the Enchantress appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the glamour is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.
Fearsome Guise: A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this glamour is implanted, the subject’s appearance is altered, as disguise self. The Enchantress can trigger this glamour when the subject attacks a creature. The illusory appearance brief ly makes the subject appear monstrous, then ends. The Enchantress attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the glamour. This is an illusion (glamer) effect.
Fleet in Shadows: The Enchantress can trigger this glamour whenever the target enters an area with dim or darker light. The subject can move double its normal speed (up to an additional 30 feet) for 1 round, but only while moving through areas of dim or darker light. Additionally, the subject can move at its normal speed and use the bonus speed from this glamour in areas of total darkness, even if it cannot see. Source PCS:OR
Gift of Will: A small portion of the Enchantress’s vast mental power buttresses their ally’s mind. The Enchantress can trigger this glamour when the subject attempts a Will saving throw or a Sense Motive check, or is targeted by an Intimidate check to demoralize her. For a saving throw, the subject uses the Enchantress’s Will saving throw bonus instead of her own. For a Sense Motive check or Intimidate check, she adds the Enchantress’s Charisma bonus as a morale bonus on the check or to the DC. The Enchantress can’t implant this glamour on himself.
Levitation Buffer: A Enchantress’s telekinetic assault renders foes around the subject less of a threat. The Enchantress can trigger this glamour when either an enemy moves adjacent to the subject or the subject begins her turn with one or more enemies adjacent to her. The Enchantress can either lift all enemies adjacent to the subject slightly into the air or push them all away from the subject. Lifting enemies causes them to move at half speed and take a –4 penalty to their CMDs against bull rush, drag, and reposition attempts for 1 round (Will negates). The speed reduction and CMD penalty don’t stack with those from hostile levitation. Pushing enemies away requires the Enchantress to attempt a bull rush combat maneuver check using their Enchantress level + their Charisma modifier as their CMB. Any enemy that’s successfully pushed moves away from the subject of the glamour using the normal rules for a bull rush.
Linked Reaction: A hive mind allows the Enchantress and an ally to share one another’s reaction times. The Enchantress can trigger this glamour when either the subject or the Enchantress is surprised and the other isn’t (even if the Enchantress would normally be unable to take actions because of being surprised). Both the Enchantress and the subject can act in this surprise round. The Enchantress can’t implant this glamour on himself.
Mask Misery: The subject can shrug off a condition for a short time before succumbing to it. The Enchantress can trigger this glamour when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this glamour, the subject ignores all eligible conditions. If the Enchantress is 6th level or higher, they add the moderate conditions to the conditions they can ignore with this glamour, and this glamour ends minor conditions entirely instead of suppressing them temporarily. The Enchantress doesn’t need to have touch treatment to choose or use this glamour.
Meek Facade: The subject magically seems like a weak target, goading an enemy into attacking her. The Enchantress can trigger this glamour when the subject misses a creature with an attack (even if it’s part of a full attack in which she hits that creature with another attack). The enemy must attack no one other than the subject, and the subject gains a +2 dodge bonus to AC against the triggering enemy’s attacks. Both of these effects last for 1 round. The bonus to AC increases by 1 for every 5 levels the Enchantress possesses. This is a mind-affecting compulsion effect.
Mesmeric Mirror: An illusory image appears near the subject to throw off attackers. The Enchantress can trigger this glamour when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the Enchantress possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per Enchantress level or until destroyed. This is an illusion (figment) effect.
Mesmeric Pantomime: By orchestrating the movement of their ally’s body, the Enchantress imparts to that ally their own skill at a physical task. The Enchantress can trigger this glamour when the subject attempts a Strength– or Dexterity-based skill check. The subject either uses the Enchantress’s bonus on the skill check in place of her own or gains a morale bonus on the check equal to the Enchantress’s Charisma bonus, Whichever results in a higher modifier. The Enchantress can’t implant this glamour on himself.
Misdirection: An enemy’s perception of an attack by the subject shifts, making the foe unprepared to defend against the attack. The Enchantress can trigger this glamour when the subject makes an attack or uses a spell that requires an attack roll. The Enchantress attempts a Bluff check to feint against a single target of the subject’s attack. Unlike a normal feint, this ability can be used on non-melee attacks. If the feint succeeds, the target of the attack is denied its Dexterity bonus to AC against the triggering attack. The target doesn’t suffer any additional effects that the Enchantress or the subject would cause on a normal feint or Bluff check. This is an illusion (glamer) effect.
Psychic Impression: Objects retain psychic impressions of those who come in contact with them, and a powerful mind can read these impressions. The Enchantress can trigger this glamour when the subject touches an object that another creature with an Intelligence score of 3 or more has touched in the last 10 minutes. The Enchantress receives a psychic impression of the emotional state of the last such creature to touch the object. This impression contains no images or languages and can’t show the Enchantress who the creature was if the Enchantress doesn’t already know. Source PPC:HoG
Psychosomatic Surge: Psychic magic soothes the subject, alleviating her wounds temporarily. The Enchantress can trigger this glamour when the subject takes damage. The subject gains a number of temporary hit points equal to 1d8 + 1/2 the Enchantress’s level. If the damage from the triggering attack would have reduced the subject to 0 hit points or fewer, this glamour grants an additional 1d8 temporary hit points. These temporary hit points last for 1 hour or until discharged.
Reflect Fear: The Enchantress can trigger this glamour when the subject is affected by a fear effect or is the target of an Intimidate check to demoralize it. When the glamour is triggered, the subject suppresses the fear effect that triggered the glamour for 1d4 rounds, and any creature that caused this effect must succeed at a Will save or become shaken for 1 round. The rounds during which the subject ignores the triggering fear effect still count against the effect’s duration. If the duration of the reflect fear glamour is longer than the fear effect lasts, the subject isn’t affected by the fear effect at all. Source PCS:OR
Reflection of Weakness: Psychic feedback causes an enemy to suffer from the same weakening effect it imposes on the subject. The Enchantress can trigger this glamour when an attack or spell used by an enemy causes the subject to take ability damage, ability drain, bleed damage, or a minor or moderate condition listed under the touch treatment class feature. If the glamour is triggered by ability damage, ability drain, or bleed damage, the amount of damage or drain the subject takes is reduced by 2 points (to a minimum of 0 points), and the creature that made the attack or cast the spell takes 2 points of ability damage to an ability score of the Enchantress’s choice. The monster can attempt a Will save to negate the ability damage. This ability can be used if the attacker inflicts a curse, disease, or poison that deals ability damage or drain, but only if it deals that damage immediately, with no onset time. If the glamour is triggered by the subject gaining a condition, the subject is still affected by the condition, but the attacker takes a condition of the Enchantress’s choice for 1 round. This condition must come from the minor condition or moderate condition lists of the touch treatment class feature. The enemy can attempt a Will save to avoid gaining the condition. The Enchantress doesn’t need to have touch treatment to select or use this glamour.
See in Darkness: The subject gains darkvision with a range of 60 feet for 1 minute. The Enchantress can trigger this glamour when the subject moves into an area of darkness. Source PCS:OR
Shadow Splinter: The Enchantress protects the subject against an attack and redirects the harm to someone else. The Enchantress can trigger this glamour when the subject takes damage from an attack. The damage the subject takes is reduced by an amount equal to 3 + the Enchantress’s Charisma modifier (to a maximum of the total amount of damage the attack deals). Another creature within range of the original attack, other than the attacker, is affected by a shadow illusion that makes it appear as if the attacker is attacking that creature instead of the attacker’s actual target. This second creature takes an amount of damage equal to the amount by which the attack’s damage was reduced. This shadow doesn’t require a roll to hit and ignores cover and concealment, but the target can attempt a Will save to disbelieve the effect. If it succeeds at this save, it neither takes the damage nor believes the attacker targeted it. This glamour can’t be triggered if there’s no eligible second creature within range to take the redirected damage. This is an illusion (shadow) effect.
Slip Bonds: While implanted with this glamour, the subject gains a +2 circumstance bonus on Escape Artist checks. If the subject becomes grappled, pinned, shackled, or otherwise personally restrained, the Enchantress can trigger the glamour and cause the subject to become incorporeal just long enough to slip her bonds (unless they can otherwise restrain an incorporeal creature). This effect doesn’t last long enough for the subject to move through walls or other barriers. If the Enchantress is 12th level, the subject remains incorporeal until the beginning of the Enchantress’s next turn. Source PPC:OO
Spectral Smoke: A cloud of smoke pops up around the subject, foiling attacks. The Enchantress can trigger this glamour when the subject is targeted by an attack or by a spell that requires an attack roll. A smoke cloud appears in the subject’s square and in a 10-foot radius around it. This cloud lasts for 1 round per Enchantress level. The cloud functions as fog cloud, but is an illusion (figment) effect that can’t be dispersed by wind and can be used underwater. A creature that interacts with the cloud can attempt a saving throw to disbelieve the effect. The radius of the cloud increases by 5 feet for every 5 caster levels the Enchantress possesses, to a maximum of 30 feet at 20th level.
Telepathic Link: The subject can communicate telepathically with the Enchantress during a crisis. The Enchantress can trigger this glamour when the subject and her allies are outnumbered in combat. For 1 minute per Enchantress level, the subject and the Enchantress can communicate telepathically. If the subject and the Enchantress are more than a medium distance (100 feet + 10 feet per level) apart, the telepathic connection is severed and cannot be regained unless the glamour is implanted again. The Enchantress and the subject must share a language to be able to communicate. Source PPC:HoG
Umbral Shield: The subject ignores any harmful effects of bright light or sunlight for 1 minute. The Enchantress can trigger this glamour whenever the subject would be exposed to harmful bright light (such as sunlight is to a vampire). The subject is immune to the dazzled condition while this glamour is in effect. Source PCS:OR
Unwitting Messenger: The Enchantress describes a recipient to the subject while implanting this glamour, then recites a verbal message no longer than five words per Enchantress level. The subject of unwitting messenger has no memory of the message or the target recipient. When the subject encounters the specified recipient, she repeats the message verbatim, but does not recall speaking the message or its contents. The message remains buried in the subject’s subconscious for 24 hours, after which time it disappears if not delivered. The subject of unwitting messenger can be fooled by mundane disguises or illusions, causing her to deliver the message to the wrong recipient. Source PPC:OO
Vanish Arrow: With a flourish, the Enchantress snatches a projectile from an enemy before it can be shot. The Enchantress can trigger this glamour when the subject is targeted by a ranged weapon attack, before the attack roll is made. The Enchantress attempts a Sleight of Hand check opposed by the attacker’s Perception check. If the Enchantress succeeds, that ranged attack automatically misses, and the projectile appears stowed on the Enchantress’s person. If the attacker is making a full attack, this affects only one of the attacks (of the Enchantress’s choice). If the attack is made with a javelin or other thrown weapon, the attacker gains a +4 bonus on its Perception check. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects are not affected by this ability.
Voice of Reason: The subject can more easily pierce sightbased illusions with the Enchantress’s aid. The Enchantress can trigger this glamour when the subject attempts a saving throw to disbelieve a sight-based illusion effect, but only so long as the Enchantress is not affected by or has disbelieved the illusion himself. The subject receives an insight bonus on her saving throw to disbelieve the illusion equal to the Enchantress’s Charisma modifier. This glamour cannot be used for illusions that do not allow a saving
**Patron spells**
At 1st level, when a witch gains their familiar, they must also select a [patron](https://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons#Patron_Themes_and_Spells). This patron is a vague and mysterious force, granting the witch power for reasons that they might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
A witch must commune with their familiar each day to prepare their spells, although some Archetypes may prepare spells in additional ways. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by their familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to their Intelligence modifier to store in their familiar. At each new witch level, they add two new spells of any spell level or levels that they can cast (based on their new witch level) to their familiar. A witch can also add additional spells to their familiar through a special ritual.
**Major Hex**
Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever they could select a new hex.
Agony (Su)
Animal Skin (Su)
Beast Eye (Su)
Beast’s Gift (Su)
Cook People (Su)
Delicious Fright (Su)
Drugged (Su)
False Hospitality (Su)
Hag’s Eye (Su)
Harrowing Curse (Su)
Hidden Home (Sp)
Hoarfrost (Su)
Ice Tomb (Su)
Infected Wounds (Su)
Major Ameliorating (Su)
Major Healing (Su)
Nightmares (Su)
Pariah (Su)
Prophecy (Su)
Regenerative Sinew (Su)
Restless Slumber (Su)
Retribution (Su)
Speak in Dreams (Sp)
Steal Voice (Su; Tiefling)
Vision (Su)
Waxen Image (Su)
Weather Control (Su)
Witch's Bounty (Su)
Witch's Charge (Su)
Witch’s Brew (Ex)
Withering (Su)
**Grand Hex**
Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever they could select a new hex.
Abominate (Sp)
Animal Servant (Su)
Curse of Nonviolence (Su)
Death Curse (Su)
Death Interrupted (Su)
Dire Prophecy (Su)
Eternal Slumber (Su)
Forced Reincarnation (Su)
Lay to Rest (Sp)
Life Giver (Su)
Natural Disaster (Su)
Summon Spirit (Sp)
Witch’s Hut (Su)
**Rule minds (Su)**
At 20th level, an Enchantress can permanently mentally enslave a creature. When the Enchantress successfully affects the target of their hypnotic stare with an enchantment spell that requires a saving throw, they can force that creature to attempt a second Will saving throw with a DC equal to the spell’s DC. The DC is reduced by 5 if the monster isn’t a humanoid. If the creature fails, it becomes a permanent thrall to the Enchantress (as dominate monster) until the Enchantress dies. If it succeeds, it can’t be affected by rule minds again for 24 hours. An Enchantress can have only one creature enthralled at a time. If they enthrall a new creature, the previous one is set free but is unaware that it was enthralled by the Enchantress.
**Piercing Gaze**
At 20th level, the Enchantress’s gaze carries with it something of the beyond.
Their stare penalty increases by 2.
### Hags
***Hags** can only be stumbled upon. They exist at the fringes of things — tucked into tree knots, hollow logs, or mushroom rings. You find a Hag by following a trail of crumbs, the whistled notes of a working song, the smell of berries sweetening to jam. You must always ask permission to enter their cottage. You must turn away forever if denied.*
A Hag's magic comes directly from Mother Earth, making Hags an embodiment of the natural world. Hags are manipulators of nature and can shape-shift, brew medicines or poisons, and channel the power to call upon nature’s wrath.
**Alignment:** Any neutral.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Hag’s class skills are: Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks per Level: 4 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Hex, Nature bond, nature sense, orisons, wild empathy, witch’s familiar |
| 2nd | +1 | +0 | +3 | +3 | Hex, Woodland stride |
| 3rd | +2 | +1 | +3 | +3 | Trackless step |
| 4th | +3 | +1 | +4 | +4 | Hex, Resist nature’s lure, wild shape (1/day) |
| 5th | +3 | +1 | +4 | +4 | |
| 6th | +4 | +2 | +5 | +5 | Hex, wild shape (2/day) |
| 7th | +5 | +2 | +5 | +5 | |
| 8th | +6/+1 | +2 | +6 | +6 | Hex, wild shape (3/day) |
| 9th | +6/+1 | +3 | +6 | +6 | Venom immunity |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex, wild shape (4/day) |
| 11th | +8/+3 | +3 | +7 | +7 | |
| 12th | +9/+4 | +3 | +8 | +8 | Hex, wild shape (5/day) |
| 13th | +9/+4 | +3 | +8 | +8 | A thousand faces |
| 14th | +10/+5 | +3 | +9 | +9 | Hex, wild shape (6/day) |
| 15th | +11/+6/+1 | +3 | +9 | +9 | Timeless body |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex, wild shape (7/day) |
| 17th | +12/+7/+2 | +3 | +10 | +10 | |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex, wild shape (8/day) |
| 19th | +14/+9/+4 | +3 | +11 | +11 | Revelation |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex, Wild shape (at will) |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 1 | | | | | | | | |
| 2nd | 4 | 2 | | | | | | | | |
| 3rd | 4 | 2 | 1 | | | | | | | |
| 4th | 4 | 3 | 2 | | | | | | | |
| 5th | 4 | 3 | 2 | 1 | | | | | | |
| 6th | 4 | 3 | 3 | 2 | | | | | | |
| 7th | 4 | 4 | 3 | 2 | 1 | | | | | |
| 8th | 4 | 4 | 3 | 3 | 2 | | | | | |
| 9th | 4 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10th | 4 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
#### Class Features
**Weapon and Armor Proficiency**
Hags are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape.
Hags are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A Hag may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Hags are proficient with shields (except tower shields) but must use only wooden ones.
A Hag who wears prohibited armor or uses a prohibited shield is unable to cast spells or use any of their supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
**Spells**
A Hag casts natural spells, which are drawn from the [druid spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-druid). A Hag must choose and prepare her spells in advance.
To prepare or cast a spell, the Hag must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Hag’s spell is 10 + the spell level + the Hag’s Wisdom modifier.
Like other spellcasters, a Hag can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A Hag must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A Hag may prepare and cast any spell on the Hag spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
**Spontaneous Casting**
A Hag can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower.
**Orisons (Sp)**
Hags can prepare a number of orisons, or 0-level spells, each day, as noted on the spells per day table. These spells are cast like any other spell, but they are not expended when cast and may be used again.
**Bonus Languages**
A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of their race.
**Nature bond (Ex)**
At 1st level, a Hag forms a bond with nature. This bond can take one of two forms:
The first is a close tie to the natural world, granting the Hag one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. Hags also have access to a set of Animal and Terrain Domains. When determining the powers and bonus spells granted by this domain, the Hag’s effective cleric level is equal to the Hag level. A Hag that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an [animal companion](https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions). A Hag may begin play with any of the animals listed in [Animal Choices](https://www.d20pfsrd.com/classes/core-classes/druid/animal-companions#TOC-Animal-Choices). This animal is a loyal companion that accompanies the Hag on her adventures.
Unlike normal animals of its kind, an animal companion’s Hit Dice, abilities, skills, and feats advance as the Hag advances in level. If a character receives an animal companion from more than one source, her effective Hag levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their Hag reaches 4th or 7th level, depending on the companion. If a Hag releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished. A Hag's animal companion can serve as her familiar or can join her company in addition to a familiar.
**Nature Sense (Ex)**
A Hag gains a +2 bonus on Knowledge (nature) and Survival checks.
**Wild Empathy (Ex)**
A Hag can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Hag rolls 1d20 and adds her Hag level and her Charisma modifier to determine the wild empathy check result.
The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A Hag can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
**Woodland Stride (Ex)**
Starting at 2nd level, a Hag may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.
**Trackless Step (Ex)**
Starting at 3rd level, a Hag leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
**Resist Nature’s Lure (Ex)**
Starting at 4th level, a Hag gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.
**Wild Shape (Su)**
At 4th level, a Hag gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the [animal](https://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#TOC-Animal) type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per Hag level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the Hag is familiar with.
A Hag loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A Hag can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a Hag can use wild shape at will. As a Hag gains in levels, this ability allows the Hag to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, a Hag can use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a Hag’s wild shape now functions as beast shape II. When taking the form of an elemental, the Hag’s wild shape functions as elemental body I.
At 8th level, a Hag can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a Hag’s wild shape now functions as beast shape III. When taking the form of an elemental, the Hag’s wild shape now functions as elemental body II. When taking the form of a plant creature, the Hag’s wild shape functions as plant shape I.
At 10th level, a Hag can use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the Hag’s wild shape now functions as elemental body III. When taking the form of a plant, the Hag’s wild shape now functions as plant shape II.
At 12th level, a Hag can use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the Hag’s wild shape now functions as elemental body IV. When taking the form of a plant, the Hag’s wild shape now functions as plant shape III.
**Venom Immunity (Ex)**
At 9th level, a Hag gains immunity to all poisons.
**A Thousand Faces (Su)**
At 13th level, a Hag gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Familiars (Ex)**
At 1st level, a witch forms a close bond with a familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a witch by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the [Witch’s Familiar section](https://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).
**Timeless Body (Ex)**
After attaining 15th level, a Hag no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place. Bonuses still accrue, and the Hag still dies of old age when her time is up.
**Home Ground (Su)**
At 20th level, the Hag knows every tree, every deer, every blade of grass, and every scuttling beetle of her home. The Hag selects a specific area relevant to the campaign, such as a prominent forest, mountain, or even a patch of sea. The Hag is constantly under the effect of commune with nature with regards to that area and can change the facts she gleans from the spell when she prepares her spells each day. In addition, while on her home ground, the Hag gains a +4 bonus to her caster level.
### Mages
*You approach a **Mage** when questions are more important than answers. When you have opened your mind to the arcane, when you see magic as something to be deconstructed, analyzed and understood. A Mage is a master of order, of examination. They pick the world apart molecule by molecule, hair by hair. Mages calculate consequence. They calculate the weight of things. They calculate how fast they can break you to pieces and put you back together.*
When you gift a Mage a query, you must be prepared to accept their response in all of its great and terrible density. You must bear the weight of their will, the stasis of their study. What is built from layers of parchment, texts, and sigils holds the wisdom of the world.
While some Mages might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, Mages prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire.
**Alignment:** Any.
Hit Die: d6.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Mage’s class skills are: Appraise (Int), Craft (Int), Knowledge (all) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Arcane bond, arcane school, cantrips, Scribe Scroll, Hex |
| 2nd | +1 | +0 | +3 | +3 | Hex |
| 3rd | +2 | +1 | +3 | +3 | |
| 4th | +3 | +1 | +4 | +4 | Hex |
| 5th | +3 | +1 | +4 | +4 | Bonus feat |
| 6th | +4 | +2 | +5 | +5 | Hex |
| 7th | +5 | +2 | +5 | +5 | |
| 8th | +6/+1 | +2 | +6 | +6 | Hex |
| 9th | +6/+1 | +3 | +6 | +6 | |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex, Bonus feat |
| 11th | +8/+3 | +3 | +7 | +7 | |
| 12th | +9/+4 | +3 | +8 | +8 | Hex |
| 13th | +9/+4 | +3 | +8 | +8 | |
| 14th | +10/+5 | +3 | +9 | +9 | Hex |
| 15th | +11/+6/+1 | +3 | +9 | +9 | Bonus feat |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex |
| 17th | +12/+7/+2 | +3 | +10 | +10 | |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex |
| 19th | +14/+9/+4 | +3 | +11 | +11 | |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex, Bonust feat |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 1 | | | | | | | | |
| 2nd | 4 | 2 | | | | | | | | |
| 3rd | 4 | 2 | 1 | | | | | | | |
| 4th | 4 | 3 | 2 | | | | | | | |
| 5th | 4 | 3 | 2 | 1 | | | | | | |
| 6th | 4 | 3 | 3 | 2 | | | | | | |
| 7th | 4 | 4 | 3 | 2 | 1 | | | | | |
| 8th | 4 | 4 | 3 | 3 | 2 | | | | | |
| 9th | 4 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10th | 4 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
#### Class Features
The following are the class features of the Mage.
**Weapon and Armor Proficiancy**
Mages are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Mage’s movements, which can cause their spells with somatic components to fail.
**Spells**
A Mage casts arcane spells drawn from the [sorcerer/wizard spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard). A mage must choose and prepare spells ahead of time.
To learn, prepare, or cast a spell, the Mage must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Mage’s spell is 10 + the spell level + the Mage’s Intelligence modifier.
A Mage can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day if they has a high Intelligence score.
A Mage may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying a spellbook or grimoire. While studying, the Mage decides which spells to prepare.
Starting Spells: A Mage begins play with a spellbook containing all 0-level wizard spells (except those from opposed schools, if any) plus three 1st-level spells of choice. The Mage also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook. At each new Mage level, they gain two new spells of any spell level or levels that they can cast (based on his new Mage level) for their spellbook. At any time, a Mage can also add spells found in other Mage’s spellbooks to their own (see [Magic](https://www.d20pfsrd.com/magic)).
Spells Gained at a New Level: Mages perform a certain amount of spell research between adventures. Each time a character attains a new Mage level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.
A bonded object can be used once per day to cast any one spell that the Mage has in their spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Mage, including casting time, duration, and other effects dependent on the Mage’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the Mage’s opposition schools.
**Arcane School**
A Mage can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A Mage that does not select a school receives the universalist school instead.
A Mage that chooses to specialize in one school of magic must select two other schools as opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A Mage who prepares spells from an opposition schools must use two spell slots of that level to prepare the spell. For example, a Mage with evocation as an opposition school must expend two available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the Mage a number of school powers. In addition, specialist Mages receive an additional spell slot of each spell level they can cast, from 1st on up. Each day, a Mage can prepare a spell from his specialty school in that slot. This spell must be in the Mage’s spellbook. A Mage can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Mages with the universalist school do not receive a school slot.
**Elemental Arcane Schools**
Instead of specializing in a focused arcane school of magic, a Mage can choose to specialize in one of the elemental schools of magic. Like a normal arcane school, an elemental school grants a number of school powers and one bonus spell slot of each level the Mage can cast, from 1st on up. This bonus spell slot must be used to prepare a spell from the elemental school’s spell list. Unlike a normal arcane school, each elemental school requires the Mage to select their opposed element as his opposition school (air opposes earth, fire opposes water). They does not need to select a second opposition school. They must expend two spell slots to prepare a spell from their opposed elemental school as normal.
**Cantrips**
Mages can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A Mage can prepare a cantrip from an opposition school, but it uses up two available slots.
**Scribe Scroll**
At 1st level, a Mage gains Scribe Scroll as a bonus feat.
**Bonus Feats**
At 5th, 10th, 15th, and 20th level, a Mage gains a bonus feat. At each such opportunity, they can choose a metamagic feat, an item creation, or Spell Mastery. The Mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The Mage is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
A Mage may also choose an Arcane Discovery that they qualify for in place of a bonus feat at these levels.
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Familiars (Ex)**
At 1st level, a witch forms a close bond with a familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a witch by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the [Witch’s Familiar section](https://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).
**Well-Prepared (Su)**
At 20th level, the Mage has a spell for every occasion they can imagine—and a few they can’t. The Mage gains two additional cantrips per day, six additional 1st- and 2nd-level spell slots, four additional 3rd- and 4th-level spell slots, two additional 5th-level spell slots, and one additional 6th-level spell slot.
### Necromancers
*If you ask a **Necromancer** a favor, they will grant it only once. You must meet them in a moon-soaked cemetery, a field of cypress, your own parlor beneath a veil of organza and elderflower leaves. You must watch as herbs are ground and combined, must turn away as the potion, once gargled, lends their voice to the muted tones of your father, your daughter, your love made wretched by time or drought or disease.*
A Necromancer walks where other witches cannot. They wet the hem of their cloak on the frigid waters of death. You must show respect to their austerity. You must give what they are owed. You must hope that the Necromancer who comes across your spirit would rather be your guide than your master.
**Alignment:** Any.
Hit Die: d6.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Necromancer’s class skills are: Appraise (Int), Craft (Int), Knowledge (all) (Int), Perception (Wis), Profession (Wis), and Spellcraft (Int).
Skill Ranks per Level: 4 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Arcane bond, arcane school, cantrips, Scribe Scroll, Hex |
| 2nd | +1 | +0 | +3 | +3 | Hex |
| 3rd | +2 | +1 | +3 | +3 | |
| 4th | +3 | +1 | +4 | +4 | Hex |
| 5th | +3 | +1 | +4 | +4 | Bonus feat |
| 6th | +4 | +2 | +5 | +5 | Hex |
| 7th | +5 | +2 | +5 | +5 | |
| 8th | +6/+1 | +2 | +6 | +6 | Hex |
| 9th | +6/+1 | +3 | +6 | +6 | |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex, Bonus feat |
| 11th | +8/+3 | +3 | +7 | +7 | |
| 12th | +9/+4 | +3 | +8 | +8 | Hex |
| 13th | +9/+4 | +3 | +8 | +8 | |
| 14th | +10/+5 | +3 | +9 | +9 | Hex |
| 15th | +11/+6/+1 | +3 | +9 | +9 | Bonus feat |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex |
| 17th | +12/+7/+2 | +3 | +10 | +10 | |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex |
| 19th | +14/+9/+4 | +3 | +11 | +11 | |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex, Bonust feat |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 1 | | | | | | | | |
| 2nd | 4 | 2 | | | | | | | | |
| 3rd | 4 | 2 | 1 | | | | | | | |
| 4th | 4 | 3 | 2 | | | | | | | |
| 5th | 4 | 3 | 2 | 1 | | | | | | |
| 6th | 4 | 3 | 3 | 2 | | | | | | |
| 7th | 4 | 4 | 3 | 2 | 1 | | | | | |
| 8th | 4 | 4 | 3 | 3 | 2 | | | | | |
| 9th | 4 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10th | 4 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11th | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
| 12th | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
| 13th | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
| 14th | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
| 15th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16th | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20th | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
#### Class Features
**Weapon and Armor Proficiancy**
Necromancers are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a Necromancer’s movements, which can cause their spells with somatic components to fail.
**Spells**
A Necromancer casts arcane spells drawn from the [sorcerer/wizard spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard). A Necromancer must choose and prepare spells ahead of time.
To learn, prepare, or cast a spell, the Necromancer must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Necromancer’s spell is 10 + the spell level + the Necromancer’s Intelligence modifier.
A Necromancer can cast only a certain number of spells of each spell level per day. In addition, they receives bonus spells per day if they has a high Intelligence score.
A Necromancer may know any number of spells. They must choose and prepare their spells ahead of time by getting 8 hours of sleep and spending 1 hour studying a spellbook or grimoire. While studying, the Necromancer decides which spells to prepare.
Starting Spells: A Necromancer begins play with a spellbook containing all 0-level wizard spells (except those from opposed schools, if any) plus three 1st-level spells of choice. The Necromancer also selects a number of additional 1st-level spells equal to their Intelligence modifier to add to the spellbook. At each new Necromancer level, they gain two new spells of any spell level or levels that they can cast (based on his new Necromancer level) for their spellbook. At any time, a Necromancer can also add spells found in other Necromancer’s spellbooks to their own (see [Magic](https://www.d20pfsrd.com/magic)).
Spells Gained at a New Level: Mages perform a certain amount of spell research between adventures. Each time a character attains a new Necromancer level, they gain two spells of their choice to add to their spellbook. The two free spells must be of spell levels they can cast.
A bonded object can be used once per day to cast any one spell that the Mage has in their spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the Mage, including casting time, duration, and other effects dependent on the Necromancer’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the Necromancer’s opposition schools.
**Cantrips**
Mages can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A Mage can prepare a cantrip from an opposition school, but it uses up two available slots.
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Familiars (Ex)**
At 1st level, a witch forms a close bond with a familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a witch by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the [Witch’s Familiar section](https://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).
**Command Undead (Su)**
A Necromaner gains Command Undead as a bonus feat, treating their wizard level as their cleric level. If they lack the ability to channel negative energy for the purpose of Command Undead, they can expend 3 uses of any 1st-level arcane school ability that normally has a number of uses per day equal to 3 + their Intelligence modifier, rather than a use of channel energy. If they're a Necromancer with the power over undead ability, they instead gain Improved Channel.
This ability replaces Scribe Scroll.
**Bonus Feats**
At 5th, 10th, 15th, and 20th level, a Mage gains a bonus feat. At each such opportunity, they can choose a metamagic feat, an item creation, or Spell Mastery. The Mage must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The Mage is not limited to the categories of Item Creation Feats, Metamagic Feats, or Spell Mastery when choosing those feats.
A Necromancer may also choose an Arcane Discovery that they qualify for in place of a bonus feat at these levels.
**Necropolitan (Ex)**
An Necromancer gains a bonus equal to half his Necromancer level (minimum +1) on Diplomacy and Knowledge checks regarding undead creatures. Because of their obsessive focus on the undead, they takes a –2 penalty when attempting such checks regarding living creatures.
**Corpse Bond (Su)**
A Necromancer can forge an arcane bond with an object, but that object must be made at least partially of bone. Alternatively, they can animate a corpse companion, as per the undead lord cleric archetype. Necromaners can also have familiars.
This ability alters arcane bond.
**Reanimator (Su)**
A Necromancer adds the following spells to their spellbook at the given wizard levels: 1st—repair undead; 3rd—lesser animate dead; 5th—animate dead; 7th—undead anatomy I; 9th—create undead; 11th—undeath to death; 13th—create greater undead; 15th—undead anatomy IV; 17th—cursed earth. They can spontaneously cast any of these spells by sacrificing a prepared spell of the same level or higher. The Necromancer can cast lesser animate dead, animate dead, create undead, and create greater undead as if they were 1 level lower than their normal Necromancer spell level; this does not alter their level for the purpose of item crafting and the like.
This ability replaces the bonus feats gained at 5th, 10th, and 15th levels.
**Lich-Loved (Su)**
At 20th level, a Necromancer gains the benefits of the undead sorcerer bloodline’s one of us ability.
This ability replaces the bonus feat gained at 20th level.
### Occultists
*When you cross an **Occultist**, you must grip tight to your soul. They are flame dancers, altar tenders, arbiters of demon deals. They hunt in packs, howl like beasts, wander the darkest depths of the forest with eyes that blaze with frenzy you cannot tame. They speak in hidden tongues, serve weird and terrible masters. Never share your name. Never share your destination. Never back out of a deal, once decided.*
If you betray an Occultist, you are already dead. Whether in this lifetime or the next, you will not wake in your bed. Pray to whatever god you worship. Hope they can hear. Occultists draw their power from otherworldly beings whose secrets only they know.
**Alignment:** Any chaotic.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Occultist’s class skills are: Appraist (Int), Bluff (Cha) Fly (Dex), Intimidate (Cha), Knowledge (all), Profession (Wis), Spellcraft, and Use MAgic Device (Cha).
Skill Ranks per Level: 2 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Hex, witch’s familiar, Bloodline power, cantrips, eschew materials |
| 2nd | +1 | +0 | +3 | +3 | Hex |
| 3rd | +2 | +1 | +3 | +3 | Bloodline power, bloodline spell |
| 4th | +3 | +1 | +4 | +4 | Hex |
| 5th | +3 | +1 | +4 | +4 | Bloodline spell |
| 6th | +4 | +2 | +5 | +5 | Hex |
| 7th | +5 | +2 | +5 | +5 | Bloodline feat, bloodline spell |
| 8th | +6/+1 | +2 | +6 | +6 | Hex |
| 9th | +6/+1 | +3 | +6 | +6 | Bloodline power, bloodline spell |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex |
| 11th | +8/+3 | +3 | +7 | +7 | Bloodline spell |
| 12th | +9/+4 | +3 | +8 | +8 | Hex |
| 13th | +9/+4 | +3 | +8 | +8 | Bloodline feat, bloodline spell |
| 14th | +10/+5 | +3 | +9 | +9 | Hex |
| 15th | +11/+6/+1 | +3 | +9 | +9 | Bloodline power, bloodline spell |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex |
| 17th | +12/+7/+2 | +3 | +10 | +10 | Bloodline spell |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex |
| 19th | +14/+9/+4 | +3 | +11 | +11 | Bloodline feat, bloodline spell |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex, bloodline power |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 3 | | | | | | | | |
| 2nd | 4 | 4 | | | | | | | | |
| 3rd | 4 | 5 | 3 | | | | | | | |
| 4th | 4 | 6 | 4 | | | | | | | |
| 5th | 4 | 6 | 5 | 3 | | | | | | |
| 6th | 4 | 6 | 6 | 4 | | | | | | |
| 7th | 4 | 6 | 6 | 5 | 3 | | | | | |
| 8th | 4 | 6 | 6 | 6 | 4 | | | | | |
| 9th | 4 | 6 | 6 | 6 | 5 | 3 | | | | |
| 10th | 4 | 6 | 6 | 6 | 6 | 4 | | | | |
| 11th | 4 | 6 | 6 | 6 | 6 | 5 | 3 | | | |
| 12th | 4 | 6 | 6 | 6 | 6 | 6 | 4 | | | |
| 13th | 4 | 6 | 6 | 6 | 6 | 6 | 5 | 1 | | |
| 14th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 3 | | |
| 15th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | |
| 16th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 17th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 18th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
#### Class Features
**Weapon and Armor Proficiancy**
Occultists are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer’s gestures, which can cause her spells with somatic components to fail.
**Spells**
An Occultist casts arcane spells drawn primarily from the [sorcerer/wizard spell list](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-sorcerer-and-wizard). She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an Occultist must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an Occultist’s spell is 10 + the spell level + the Occultist’s Charisma modifier.
Like other spellcasters, an Occultist can cast only a certain number of spells of each spell level per day. In addition, she receives bonus spells per day if she has a high Charisma score.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), an Occultist can choose to learn a new spell in place of one she already knows. In effect, the Occultist loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An Occultist may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric an Occultist need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Bonus Spells: ray of enfeeblement (3rd), touch of idiocy (5th), vampiric touch (7th), contagion (9th), blight (11th), circle of death (13th), waves of exhaustion (15th), horrid wilting (17th), soul bind (19th).
Bonus Feats: Diehard, Endurance, Fast Healer, Great Fortitude, Heroic Defiance, Heroic Recovery, Sickening Spell, Toughness.
Bloodline Arcana: Whenever you cast a spell that kills one or more living creatures with an Intelligence score of 3 or higher, the caster level of any spell you cast in the next round increases by +1 for each creature your first spell killed. This ability does not stack with other effects that increase your effective caster level, and you cannot gain a bonus greater than 1/2 your Charisma modifier (minimum 1). The second spell you cast must be of an equal or lower level than the first one.
**Cantrips**
Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
**Wasting Ray (Sp)**
At 1st level, as a standard action, you can impose either starvation or thirst upon a living creature you can see within 30 feet. This requires the creature to make a Constitution check each round (DC 10 + 1 for each previous check) to avoid taking 1d6 points of nonlethal damage. The creature must continue to make these checks until, as a full-round action, it quenches its thirst or sates its hunger (see starvation and thirst). You can use this ability a number of times per day equal to 3 + your Charisma modifier, but can only apply it once every 24 hours to any given creature. Creatures that do not need to eat are immune to this effect.
**Daemonic Resistances (Ex)**
At 3rd level, you gain resist acid 5 and a +2 bonus on saving throws made against poison and death effects. At 9th level, your resistance to acid increases to 10 and your bonus on saving throws against poison and death effects increases to +4.
**Age Out (Su)**
At 9th level, you gain the ability to instantly recover from most harmful effects by temporarily aging yourself decades in a matter of moments. As a standard action, you can shift your effective age to the next highest aging step (for example, from adulthood to middle age). Each time you do this, any debilitating condition or effect currently affecting you that initially allowed a Will or Fortitude saving throw immediately ends. When you age yourself in this way, you take the normal penalties associated with growing older but gain none of the benefits. You cannot use this power to age beyond venerable, recover hit point damage, or remove effects that did not or do not allow a Will or Fortitude saving throw to negate. You return to your actual age 24 hours after the last time you used this ability, and all penalties to ability scores as a result of advanced age are then removed.
**Wound Warp (Sp)**
At 15th level, you gain the ability to travel across the battlefield by literally erupting from the fatal wounds of deceased creatures. As a standard action once per day, you can teleport to an unoccupied square adjacent to any dead creature within 10 feet per caster level. Any creatures adjacent to the square you teleport to take 4d6 points of acid damage as you burst into being and shower them with acidic bile. Creatures that make successful Reflex saves (DC 10 + 1/2 your Occultist level + your Charisma modifier) take half damage. This ability otherwise functions like dimension door. At 20th level, you can use this ability twice per day.
**Unique Bloodline (Su)**
At 20th level, your body embraces the unspeakable power of your daemon lineage. You gain immunity to acid, death effects, and poison. The Occultist can selects a second bloodline and gains the bloodline arcana and the 1st-, 3rd-, and 9th-level bloodline powers. Her level for these powers is the same as for her primary bloodline.
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Familiars (Ex)**
At 1st level, a witch forms a close bond with a familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a witch by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the [Witch’s Familiar section](https://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).
### Seers
*You don’t interrupt a **Seer** when they’re talking. They may talk for minutes or hours or terrible, terrible years, but you must not shimmy, shift, or breathe. You must inhale prophecy, exhale truth. You must moisten their throat with some lemon water, bug’s breath, slime from the spine of a toad.*
Seers see more worlds than we can fathom and know ours deeper than we can comprehend. Knowledge of the future, near and far, is just one aspect of the depth of a Seer's sight. The Seer is a guide, using witchcraft to empower and teach others even if it's not the lesson they expect. These vessels gain power from a Great Pronouncement, sometimes granted without their choice, selected by providence to wield magic that even they do not fully understand.
Seers rarely dispense every gift a needy soul asks, but instead offers the advice, opportunities, and tools people require to achieve their own dreams.
**Alignment:** Any.
Hit Die: d8.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
#### Class Skills
The Seer’s class skills are: Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, Seers receive additional class skills depending upon their Great Pronouncement.
Skill Ranks per Level: 4 + Int modifier.
| Level | Base attak bonus | Fort Save | Ref Save | Will Save | Special|
|--- |--- |--- |--- |--- |--- |
| 1st | +0 | +0 | +2 | +2 | Mystery, hex, oracle's curse, orisons, revelation, witch’s familiar |
| 2nd | +1 | +0 | +3 | +3 | Hex, Mystery Spell |
| 3rd | +2 | +1 | +3 | +3 | |
| 4th | +3 | +1 | +4 | +4 | Hex, Revelation |
| 5th | +3 | +1 | +4 | +4 | |
| 6th | +4 | +2 | +5 | +5 | Hex, Mystery spell |
| 7th | +5 | +2 | +5 | +5 | Revelation |
| 8th | +6/+1 | +2 | +6 | +6 | Hex, Mystery spell |
| 9th | +6/+1 | +3 | +6 | +6 | |
| 10th | +7/+2 | +3 | +7 | +7 | Hex, Major Hex, Mystery spell |
| 11th | +8/+3 | +3 | +7 | +7 | Revelation |
| 12th | +9/+4 | +3 | +8 | +8 | Hex, Mystery Spell |
| 13th | +9/+4 | +3 | +8 | +8 | |
| 14th | +10/+5 | +3 | +9 | +9 | Hex, Mystery Spell |
| 15th | +11/+6/+1 | +3 | +9 | +9 | Revelation |
| 16th | +12/+7/+2 | +3 | +10 | +10 | Hex, Mystery Spell |
| 17th | +12/+7/+2 | +3 | +10 | +10 | |
| 18th | +13/+8/+3 | +3 | +11 | +11 | Hex. grand hex, Mystery Spell |
| 19th | +14/+9/+4 | +3 | +11 | +11 | Revelation |
| 20th | +15/+10/+5 | +3 | +12 | +12 | Hex, Final revelation |
Spells per level
| Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
|--- |---|--- |--- |--- |--- |--- |--- |--- |--- |--- |
| 1st | 3 | 3 | | | | | | | | |
| 2nd | 4 | 4 | | | | | | | | |
| 3rd | 4 | 5 | 3 | | | | | | | |
| 4th | 4 | 6 | 4 | | | | | | | |
| 5th | 4 | 6 | 5 | 3 | | | | | | |
| 6th | 4 | 6 | 6 | 4 | | | | | | |
| 7th | 4 | 6 | 6 | 5 | 3 | | | | | |
| 8th | 4 | 6 | 6 | 6 | 4 | | | | | |
| 9th | 4 | 6 | 6 | 6 | 5 | 3 | | | | |
| 10th | 4 | 6 | 6 | 6 | 6 | 4 | | | | |
| 11th | 4 | 6 | 6 | 6 | 6 | 5 | 3 | | | |
| 12th | 4 | 6 | 6 | 6 | 6 | 6 | 4 | | | |
| 13th | 4 | 6 | 6 | 6 | 6 | 6 | 5 | 1 | | |
| 14th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 3 | | |
| 15th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | |
| 16th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 17th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 18th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20th | 4 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
#### Class Features
**Weapon and Armor Proficiancy**
Seers are proficient with all simple weapons, plus the shortsword, shortbow, and staff, and shields (except tower shields). They are not proficient with any type of armor. Armor interferes with a witch’s gestures, which can cause her spells with somatic components to fail. Some revelations grant additional proficiencies.
**Spells**
A Seer casts otherwordly spells drawn from the [cleric spell lists](https://www.d20pfsrd.com/magic/spell-lists-and-domains/spell-lists-cleric). They can cast any spell they knows without preparing it ahead of time. To learn or cast a spell, a Seer must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Seer’s spell is 10 + the spell’s level + the Seer’s Wisdom modifier.
Like other spellcasters, a Seer can cast only a certain number of spells per day of each spell level. Their base daily spell allotment is given on the spells per day table. In addition, they receives bonus spells per day if they have a high Wisdom score.
Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), a Seer can choose to learn a new spell in place of one they already know. In effect, the Seer loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A Seer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that they gain new spells known for the level. They cannot swap any cure or inflict spells, nor can they swap any spells gained from their mystery. Unlike a cleric, a Seer need not prepare their spells in advance. They can cast any spell they know at any time, assuming they have not yet used up their spells per day for that spell level. Seers do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components.
**Great Pronouncement**
At 2nd level, and every two levels thereafter, a Seer learns an additional spell derived from their Great Pronouncement. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels.
Each Seer must choose from among the following mysteries:
Ancestor
Apocalypse
Ascetic
Battle
Bones
Dark Tapestry
Dragon
Elemental
Flame
Godclaw
Heavens
Intrigue
Life
Lore
Lunar
Metal
Nature
Occult
Outer Rifts
Reaper
Shadow
Solar
Spellscar
Stone
Streets
Succor
Time
Volcano
Waves
Whimsy
Wind
Winter
Wood
**Seer’s Burden (Ex)**
Each Seer carries a heavy burden, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The Seer’s burden cannot be removed or dispelled without the aid of a deity. A Seer’s curse is based on their Seer level plus one for every two levels or Hit Dice other than Seer. Each Seer must choose a burden from the [complete listing of Oracle Curses](https://www.d20pfsrd.com/classes/base-classes/oracle/oracle-curses).
**Orisons**
Seers learn a number of orisons, or 0-level spells. These spells are cast like any other spell, but they do not consume any slots and may be used again.
**Revelation**
At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), a Seer uncovers a new secret about their Great Pronouncement that grants them powers and abilities. The Seer must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the Seer gains all of the abilities and bonuses granted by that revelation based on their current level. Unless otherwise noted, activating the power of a revelation is a standard action.
Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Wisdom modifier.
**Final Revelation**
At 20th level, a Seer learns the final revelation about their Great Pronouncement and enters the Truth, granting them amazing powers and abilities. The nature of these bonuses depends upon the Seer's Pronouncement.
**Bonus Spells**
These bonus spells replace the Seer’s mystery bonus spells at these levels: detect thoughts (4th), clairaudience/clairvoyance (6th), scrying (8th), true seeing (10th), legend lore (12th), greater scrying (14th), vision (16th), foresight (18th).
**Hex**
All witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of their choice. They gain an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on the Enchantress abilities table. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.
**Patron spells**
At 1st level, when a witch gains their familiar, they must also select a [patron](https://www.d20pfsrd.com/classes/base-classes/witch/witch-patrons#Patron_Themes_and_Spells). This patron is a vague and mysterious force, granting the witch power for reasons that they might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces.
At 2nd level, and every two levels thereafter, a witch’s patron adds new spells to a witch’s list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.
**Familiars (Ex)**
At 1st level, a witch forms a close bond with a familiar, a creature that teaches them magic and helps to guide them along their path. Familiars also aid a witch by granting them skill bonuses, additional spells, and help with some types of magic. This functions like the wizard’s arcane bond class feature, except as noted in the [Witch’s Familiar section](https://www.d20pfsrd.com/classes/base-classes/witch/witch-s-familiar).
A witch must commune with their familiar each day to prepare their spells, although some Archetypes may prepare spells in additional ways. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by their familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to their Intelligence modifier to store in their familiar. At each new witch level, they add two new spells of any spell level or levels that they can cast (based on their new witch level) to their familiar. A witch can also add additional spells to their familiar through a special ritual.
**Major Hex**
Starting at 10th level, and every two levels thereafter, a witch can choose one of the following major hexes whenever they could select a new hex.
Agony (Su)
Animal Skin (Su)
Beast Eye (Su)
Beast’s Gift (Su)
Cook People (Su)
Delicious Fright (Su)
Drugged (Su)
False Hospitality (Su)
Hag’s Eye (Su)
Harrowing Curse (Su)
Hidden Home (Sp)
Hoarfrost (Su)
Ice Tomb (Su)
Infected Wounds (Su)
Major Ameliorating (Su)
Major Healing (Su)
Nightmares (Su)
Pariah (Su)
Prophecy (Su)
Regenerative Sinew (Su)
Restless Slumber (Su)
Retribution (Su)
Speak in Dreams (Sp)
Steal Voice (Su; Tiefling)
Vision (Su)
Waxen Image (Su)
Weather Control (Su)
Witch's Bounty (Su)
Witch's Charge (Su)
Witch’s Brew (Ex)
Withering (Su)
**Grand Hex**
Starting at 18th level, and every two levels thereafter, a witch can choose one of the following grand hexes whenever they could select a new hex.
Abominate (Sp)
Animal Servant (Su)
Curse of Nonviolence (Su)
Death Curse (Su)
Death Interrupted (Su)
Dire Prophecy (Su)
Eternal Slumber (Su)
Forced Reincarnation (Su)
Lay to Rest (Sp)
Life Giver (Su)
Natural Disaster (Su)
Summon Spirit (Sp)
Witch’s Hut (Su)
## Attunements
Attunements are the attributes that describe a Witch's abilities to interact with the corporeal world around her.
Roughly, they correspond to:
**Will:** Strength, the physical body's willpower
**Wisdom:** Wisdom, a Witch's mind's power
**Wonder:** Charisma, the force of inter-personal spirit
**Wit:** Intelligence, a Witch's capacity for mental strain
**Wiles:** Dexterity, ability to interact deftly with the world around you
**Woe:** Constitution, the depth and fortitude of the eternal soul
When summoning a Witch from her pixelated form to a Weird Wilds tabletop universe, her Attunements grant bonuses to her attributes based on their level:
Level 1-3: +1
Level 4-6: +2
Level 7-9: +3
## Astrological signs
A Witch's astrological sign corresponds with the following bonuses:
**Aries**
Sun: +3 bonus to Wisdom modifier for Will saving throws
Moon: +2 bonus to Intimidate checks
Rising: +1 Wonder/Charisma modifier
**Taurus**
Sun: +3 bonus to Woe modifier for Fortitude saving throws
Moon:+2 bonus to Diplomacy checks
Rising: +1 Wiles/Dexterity modifier
**Gemini**
Sun: +3 bonus to Wiles modifier for Reflex saving throws
Moon:+2 bonus to Perception checks
Rising: +1 Wit/Intelligence modifier
**Cancer**
Sun: +3 bonus to Woe modifier for Fortitude saving throws
Moon: +2 bonus to Survival checks
Rising: +1 Wisdom/Wisdom modifier
**Leo**
Sun: +3 bonus to Wisdom modifier for Will saving throws
Moon: +2 bonus to Knowledge (nobility) checks
Rising: +1 Will/Strength modifier
**Virgo**
Sun: +3 bonus to Wiles modifier for Reflex saving throws
Moon: +2 bonus to Sense Motive checks
Rising: +1 Wiles/Dexterity modifier
**Libra**
Sun: +3 bonus to Wisdom modifier for Will saving throws
Moon: +2 bonus to Craft checks
Rising: +1 Wit/Intelligence modifier
**Scorpio**
Sun: +3 bonus to Wisdom modifier for Will saving throws
Moon: +2 bonus to Stealth checks
Rising: +1 Woe/Constitution modifier
**Sagittarius**
Sun: +3 bonus to Wiles modifier for Reflex saving throws
Moon: +2 bonus to Knowledge (dungeoneering) checks
Rising: +1 Wit/Intelligence modifier
**Capricorn**
Sun: +3 bonus to Woe modifier for Fortitude saving throws
Moon: +2 bonus to Knowledge (geography) checks
Rising: +1 Woe/Constitution modifier
**Aquarius**
Sun: +3 bonus to Wisdom modifier for Will saving throws
Moon: +2 bonus to Fly checks
Rising: +1 Wonder/Charisma modifier
**Pisces**
Sun: +3 bonus to Wiles modifier for Reflex saving throws
Moon: +2 bonus to Swim checks
Rising: +1 Wonder/Charisma modifier