Painter Worshipper of Shelyn

Andromeda & Virgo's page

47 posts. Alias of Edward Sobel.


Languages

byssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sahaugin, Shadowtongue, Sphinx, Strix, Sylvan, Tengu, Terran, Undercom

About Andromeda & Virgo

Andromeda:

Female Fey Boreal Human Oracle 1 Winter Witch 10 Witch (Winter Witch) 6
N Medium Fey ((humanoid), cold, human)
Init +10; Senses low-light vision; Perception +26

Andromeda True form

Andromeda in gnome form
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Defense
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AC 24, touch 20, flat-footed 19 (+4 armor, +5 Dex, +5 deflection)
hp 155 (1d8+16d6+51)
Fort +13, Ref +15, Will +22 (+4 vs. Mind Affecting effects); +1 trait bonus vs. cold damage, +2 vs. cold climates or slipping
Defensive Abilities evasion; DR 10/cold iron; Immune cold; Resist oracle's curses (tongues [celestial, aquan]), +4 to will saves vs mind affecting effects, electricity 10, fire 10; SR 30
Weakness vulnerability to fire
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Offense
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Speed 30 ft., flight (45 feet, good), iceglide (10 minutes/day), long step (170 feet)
Melee +2 Siccatite (Cold) Katana +11/+6 (1d8+3+1 cold/18-20/x2) and
. . Hair (Prehensile Hair) +12 (1d3+4+1d6 cold/x2)
. . Shard of Winter +10/+5 (1d4+2+1d6 cold/19-20/x2)
. . Shard of Winter ranged +14 (1d4+2+1d6 cold/19-20/x2)
Special Attacks hexes (beast of ill-omen [dc 22], frostfoot, frozen caress, healing, hoarfrost [dc 22], ice tomb [dc 22], major healing, numbing chill [dc 22], prehensile hair, slumber [dc 22]), revelations (wintry touch [1d6] [9/day])
Spell-Like Abilities Confusion (1/day), Dancing Lights (3/day), Deep Slumber (1/day), Endure Elements (cold only) (Constant), Entangle (1/day), Faerie Fire (1/day), Feeblemind (1/day), Glitterdust (1/day), Irresistible Dance (1/day), Major Image (1/day), Mislead (1/day), Project Image (1/day), Sculpt Ice and Snow (fabricate) (5/day)
Oracle Spells Known (CL 1) (concentration +7):
1 (5/day) Divine Favor, Sanctuary (DC 17), Cure Light Wounds
0 (at will) Virtue, Stabilize, Guidance, Vigor
Witch (Winter Witch) Spells Prepared (CL 15)(Concentration +24):
8 (2/day) Polar Ray, Chain Lightning, Cold (DC 28)
7 (3/day) Ice Body, Freezing Sphere, Rime (DC 29), Temporary Resurrection
6 (4/day) Dispel Magic, Greater (x2), Cone of Cold, Rime (x2) (DC 28)
5 (6/day) Suffocation (DC 24), Suffocation (x2) (DC 24), Teleport, Cone of Cold (DC 28), Wreath of Blades
4 (6/day) Cure Serious Wounds, Wall of Ice (DC 27), Lightning Bolt, Cold (x3) (DC 24), Shadow Step
3 (6/day) Ice Spears (DC 25), Ice Storm, Sleet Storm, Flurry of Snowballs, Rime (x2) (DC 24), Strangling Hair
2 (6/day) Spectral Hand, Frost Fall (DC 24), Fog Cloud, Snowball, Rime (x2) (DC 23), Haunting Mists (DC 21)
1 (7/day) Unshakable Chill (DC 24), Ray of Enfeeblement (DC 20), Cure Light Wounds, Frostbite, Snowball (x2) (DC 23), Web Bolt (DC 20)
0 (at will) Ray of Frost, Stabilize, Daze (DC 19), Detect Magic
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Statistics
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Str 12, Dex 20, Con 16, Int 28, Wis 20, Cha 22
Base Atk +8; CMB +9; CMD 29 (31 vs. Trip)
Feats Accursed Hex, Elemental Focus (Cold), Elemental Spell (Cold), Exotic Weapon Proficiency (Katana), Extra Hex, Extra Hex, Greater Elemental Focus (Cold), Improved Familiar, Rime Spell, Witch Knife
Traits Elemental Pupil (Cold), Ice Walker (Kellid)

Skills
Acrobatics +25
Bluff +18
Diplomacy +17
Disguise +23
Fly +25
Handle Animal +7
Heal +16
Knowledge (arcana) +22
Knowledge (history) +18
Knowledge (nature) +19
Knowledge (nobility) +19
Knowledge (planes) +18
Knowledge (religion) +19
Linguistics +26
Perception +26
Sense Motive +13
Spellcraft +29
Stealth +10 (+14 in snow/frigid waters)
Survival +12 (+14 to avoid becoming lost, +16 in snow/frigid waters)
Use Magic Device +26

Languages Abyssal, Aklo, Aquan, Auran, Catfolk, Celestial, Common, Cyclops, Daemonic, Dark Folk, Draconic, Dwarven, Elven, Ettin, Giant, Gnoll, Gnome, Goblin, Halfling, Ignan, Infernal, Orc, Sahaugin, Shadowtongue, Sphinx, Strix, Sylvan, Tengu, Terran, Undercommon
SQ +4 to initiative checks, blizzard sight, gnome, deliver touch spells through familiar, empathic link with familiar, freeze and thaw (5/day), heart of the snows, inexorable cold, mysteries (winter), patron spells (winter), scry on familiar (1/day), share spells with familiar, speak with animals, speak with familiar, trackless step, unearthly cold, unnatural cold
Combat Gear Rod of ice, Staff of frost, Healer's kit; Other Gear +2 Siccatite (Cold) Katana, Shard of winter (1/day), Belt of physical perfection +2, Cloak of resistance +5, Corset of dire witchcraft (Major Healing), Handy haversack (4 @ 24 lbs), Headband of mental superiority +6 (Acrobatics, Lin, Ioun stone (dusty rose prism, cracked), Ring of curing, Ring of protection +5, Wayfinder (1 @ 0 lbs), Pathfinder chronicle (Knowledge [arcana]), Pathfinder chronicle (Knowledge [planes]), Witch's kit, 60 PP, 26 GP
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TRACKED RESOURCES
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Cone of Cold - 0/3
Confusion (1/day) (Sp) - 0/1
Dancing Lights (3/day) (Sp) - 0/3
Deep Slumber (1/day) (Sp) - 0/1
Endure Elements (cold only) (Constant) (Sp) - 0/0
Entangle (1/day) (Sp) - 0/1
Faerie Fire (1/day) (Sp) - 0/1
Feeblemind (1/day) (Sp) - 0/1
Freeze and Thaw (5/day) (Su) - 0/5
Glitterdust (1/day) (Sp) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Ice Storm - 0/10
Iceglide (10 minutes/day) (Su) - 0/10
Irresistible Dance (1/day) (Sp) - 0/1
Major Image (1/day) (Sp) - 0/1
Mislead (1/day) (Sp) - 0/1
Project Image (1/day) (Sp) - 0/1
Scry on Familiar (1/day) (Sp) - 0/1
Sculpt Ice and Snow (fabricate) (5/day) (Sp) - 0/5
Shard of winter (1/day) - 0/1
Staff of frost - 3/10
Wall of Ice - 0/5
Wintry Touch (1d6) (9/day) (Su) - 0/9
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Special Abilities
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+4 to Initiative checks You gain the Alertness feat while your familiar is within arm's reach.
+4 to Will saves vs Mind Affecting effects (Ex) You get +4 to Will saves against Mind Affecting effects.
Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Beast of Ill-Omen (DC 22) (Su) The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it. The enemy must make a Will save or be affected by bane (caster level equal to the witch's level). The witch can use this hex on her familiar
Blizzard Sight See normally in natural or magical rain, sleet, hail, fog, snowstorms, blizzards, and similar weather conditions.
Change Shape (Gnome) (Su) You can change into a specific individual of another form.
Damage Reduction (10/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (10) You have the specified Damage Resistance against Fire attacks.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Elemental Pupil (Cold) +1 dam when cast damaging spells of chosen element.
Elemental Spell (Cold) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Flight (45 feet, Good) You can fly!
Freeze and Thaw (5/day) (Su) Freeze or thaw a 5-ft. cube of water or ice, or 10-ft cube of snow.
Frostfoot (Su) This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regu
Frozen Caress (Su) Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d4 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a succ
Greater Elemental Focus (Cold) +1 DC to spells that deal damage of the chosen energy.
Healing (2d8+6) (Su) Use cure moderate wounds once per day/person.
Heart of the Snows +2 to save vs. cold climates and to avoid slipping or falling.
Hoarfrost (DC 22) (Su) The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates). The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured.
Ice Tomb (DC 22) (Su) A storm of ice and freezing wind envelops the target, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit po
Ice Walker (Kellid) +1 bonus on saves against cold; ignore Acrobatics penalty for ice
Iceglide (10 minutes/day) (Su) Move effortlessly through ice or snow at yoru base speed.
Immunity to Cold You are immune to cold damage.
Inexorable Cold (Su) +1 CL to counterspell, dispell vs SR, and to DC to counterspell or dispell your cold spells.
Long Step (170 feet) (Su) Every 1d4 rds, can teleport up to listed distance as a move action.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Major Healing (3d8+6) (Su) Use cure serious wounds once per day/person.
Numbing Chill (DC 22) Target of cold spell takes 1d4 Dex dmg. and is staggered 1 rnd. (Fort. neg).
Prehensile Hair (Su) The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score equal to her Intelligence score. Her hair has reach 10
Rime Spell Spell with the cold descriptor also entangles creatures if the spell damages them
Ring of curing Conjuration (healing) spells' level dependent caps increase by 2.
Rod of ice Can make touch attack for 1d4 cold. Activate to ice ground in 30 ft cone, as grease.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Sculpt Ice and Snow (fabricate) (5/day) (Sp) At 4th level, a winter witch can sculpt ice and snow into any shape that suits her purpose (as stone shape, except that it works with ice). This ability also works on snow, doubling the volume affected. At 7th level, this ability functions on
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (6 rds) (DC 22) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak With Familiar (Ex) You can communicate verbally with your familiar.
Spell Resistance (30) You have Spell Resistance.
Tongues (Celestial, Aquan) You can only understand and speak two languages in combat.
Trackless Step (Ex) A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. This special quality does not apply to aquatic boreal creatures.
Unearthly Cold (Su) Half your cold damage is not subject to cold immunity or damage resistance.
Unnatural Cold (Su) Targets of your spells, spell-like abilities, supernatural abilities halve cold resistance.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wayfinder (1 @ 0 lbs) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).
Wintry Touch (1d6) (9/day) (Su) As a standard action, touch deals listed damage.
Witch Knife Use dagger as focus for witch patron spells

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Virgo:

Female Fey Boreal Dinosaur, Compsognathus
N Tiny Fey ((animal), cold)
Init +8; Senses low-light vision, scent; Perception +20
Virgo in gnome form
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Defense
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AC 33, touch 19, flat-footed 29 (+6 armor, +4 Dex, +2 size, +8 natural, +3 deflection)
hp 77 (1d8+5)
Fort +10, Ref +9, Will +12 (+4 vs. Mind Affecting effects)
DR 5/cold iron; Immune cold; Resist +4 to will saves vs mind affecting effects, cold 10, electricity 10; SR 24
Weakness vulnerability to fire
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Offense
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Speed 40 ft., flight (60 feet, good), swimming (20 feet)
Melee +1 Siccatite (Cold) Dagger +6/+1 (1d2/19-20/x2) and
. . Bite (Fey Boreal Dinosaur, Compsognathus) +9 (1d3-1+1d6 cold/x2)
Space 2.5 ft.; Reach 0 ft.
Special Attacks poison (dc 15)
Spell-Like Abilities Dancing Lights (3/day), Faerie Fire (1/day), Light (At will)
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Statistics
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Str 8, Dex 19, Con 20, Int 15, Wis 11, Cha 7
Base Atk +8; CMB +10; CMD 22
Feats Improved Initiative
Skills Acrobatics +8 (+12 jump), Bluff +10, Climb +8, Diplomacy +6, Disguise -1, Escape Artist +5, Fly +28, Handle Animal -1, Heal +6, Intimidate -1, Perception +20, Sense Motive +3, Spellcraft +19, Stealth +17 (+21 in snow/frigid waters), Survival +4 (+6 to avoid becoming lost, +8 in snow/frigid waters), Swim +16, Use Magic Device +15
Languages Common, Draconic, Gnome, Sylvan
SQ gnome, improved evasion, trackless step
Combat Gear Elemental earth belt, Feychild necklace, Potion of barkskin +2, Potion of cure serious wounds, Potion of magic fang, greater +1, Ring of spell storing (minor); Other Gear +1 Siccatite (Cold) Dagger, Ioun stone (vibrant purple prism, cracked), Ring of protection +3, Robes of Xin-Shalast, Wayfinder (empty), You have no money!
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TRACKED RESOURCES
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+1 Siccatite (Cold) Dagger - 0/1
Dancing Lights (1/day) - 0/1
Dancing Lights (3/day) (Sp) - 0/3
Elemental Body III (Earth Form) (1/day) - 0/1
Faerie Fire (1/day) (Sp) - 0/1
Ghost Sound (1/day) - 0/1
Light (At will) (Sp) - 0/0
Potion of barkskin +2 - 0/1
Potion of cure serious wounds - 0/2
Potion of magic fang, greater +1 - 0/1
Prestidigitation (1/day) - 0/1
Speak with Animals (1/day) - 0/1
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Special Abilities
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+4 to Will saves vs Mind Affecting effects (Ex) You get +4 to Will saves against Mind Affecting effects.
Change Shape (gnome) (Su) You can change into a specific individual of another form.
Damage Reduction (5/cold iron) You have Damage Reduction against all except Cold Iron attacks.
Damage Resistance, Cold (10) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (10) You have the specified Damage Resistance against Electricity attacks.
Elemental earth belt Immune to push, pull, or forceful movement, but not teleportation effects.
Feychild necklace +4 to Cha skills/checks vs gnomes, +2 vs fey, -2 vs all others.
Flight (60 feet, Good) You can fly!
Immunity to Cold You are immune to cold damage.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Ioun stone (vibrant purple prism, cracked) This stone bears an obvious crack, whether as a result of crafting, because the raw stone began cracked, or due to damage. It stores one spell level, as a ring of spell storing (stored spells must be placed by a spellcaster but can be used by anyone).
A Prism is usually faceted, with a long shape where top and bottom have the same number of sides. Normally the width and angle of all sides are uniform. Ioun stones orbit the head within d3 feet and have AC 24, hardness 5, and 10 Hp.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Poison (DC 15) (Ex) Poison—Injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Ring of spell storing (minor) A minor ring of spell storing contains up to 3 levels of spells (either divine or arcane, or even a mix of both spell types) that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is the same as the casting time for the relevant spell, with a minimum of 1 standard action.
Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Spell Resistance (24) You have Spell Resistance.
Swimming (20 feet) You have a Swim speed.
Trackless Step (Ex) A boreal creature does not leave a trail in snow and cannot be tracked. It can choose to leave a trail, if it so desires. This special quality does not apply to aquatic boreal creatures.
Vulnerability to Fire You are vulnerable (+50% damage) to Fire damage.
Wayfinder (empty) A small magical device patterned off ancient relics of the Azlanti, a wayfinder is typically made from silver and bears gold accents. With a command word, you can use a wayfinder to shine (as the light spell). The wayfinder also acts as a nonmagical (magnetic) compass, granting you a +2 circumstance bonus on Survival checks to avoid becoming lost. All wayfinders include a small indentation designed to hold a single ioun stone. An ioun stone slotted in this manner grants you its normal benefits (as if it were orbiting your head), but frequently reveals entirely new powers due to the magic of the wayfinder itself (see Seeker of Secrets page 51).

spellbook:

Arcane Mark Witch 0
School: Universal; Components: V, S; Casting Time : 1 action;
Range: Touch; Effect: One personal rune or mark, all of which must
fit within 1 sq. ft.; Duration: Permanent; Save: None; Resistance: No
Inscribes a personal rune on an object or creature (visible or invisible).

Bleed Witch 0
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One living creature;
Duration: Instantaneous; Save: DC 19 Will negates; Resistance: Yes
Cause a stabilized creature to resume dying.

Dancing Lights Witch 0
School: Evocation [Light]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Effect: Up to four lights,
all within a 10-ft.-radius area; Duration: 1 minute (D); Save: None; Resistance: No
Creates torches or other lights.

Daze Witch 0
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (a pinch of wool or similar substance); Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One humanoid creature of
4 HD or less; Duration: 1 round; Save: DC 19 Will negates; Resistance: Yes
A single humanoid creature with 4 HD or less loses its next action.

Detect Magic Witch 0
School: Divination; Components: V, S; Casting Time : 1 action;
Range: 60 ft.; Area: Cone-shaped emanation; Duration:
Concentration, up to 1 min./level (D); Save: None; Resistance: No
Detects all spells and magic items within 60 ft.

Detect Poison Witch 0
School: Divination; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: One creature, one object,
or a 5-ft. cube; Duration: Instantaneous; Save: None; Resistance: No
Detects poison in one creature or small object.

Guidance Witch 0
School: Divination / Void Elemental; Components: V, S; Casting
Time: 1 action; Range: Touch; Target: Creature touched; Duration: 1
minute or until discharged; Save: Will negates (harmless); Resistance:
Yes
+1 on one attack roll, saving throw, or skill check.

Light Witch 0
School: Evocation / Wood Elemental [Light]; Components: V, M/DF
(a firefly); Casting Time : 1 action; Range: Touch; Target: Object
touched; Duration: 10 min./level; Save: None; Resistance: No
Object shines like a torch.

Mending Witch 0
School: Transmutation / Metal Elemental; Components: V, S;
Casting Time : 10 minutes; Range: 10 ft.; Target: One object of up to
1 lb./level; Duration: Instantaneous; Save: Will negates (harmless, object); Resistance: Yes (harmless, object)
Makes minor repairs on an object.

Message Witch 0
School: Transmutation / Air Elemental [language-dependent];
Components: V, S, F (a piece of copper wire); Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: One creature/level; Duration: 10 min./level; Save: None; Resistance: No
Whisper conversation at distance.

Putrefy Food and Drink Witch 0
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: 10 ft.; Target: 1 cu. ft./level of food and water or one potion;
see text; Duration: Instantaneous; Save: DC 19 Will negates (object);
Resistance: Yes (object)
Makes food and water inedible.

Ray of Frost Witch 0
School: Evocation / Water Elemental [Cold]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect:
Ray; Duration: Instantaneous; Save: None; Resistance: Yes
Ray deals 1d3 cold damage.

Read Magic Witch 0
School: Divination; Components: V, S, F (a clear crystal or mineral
prism); Casting Time : 1 action; Range: Personal; Target: You;
Duration: 10 min./level
Read scrolls and spellbooks.

Resistance Witch 0
School: Abjuration; Components: V, S, M/DF (a miniature cloak);
Casting Time : 1 action; Range: Touch; Target: Creature touched;
Duration: 1 minute; Save: Will negates (harmless); Resistance: Yes (harmless)
Subject gains +1 on saving throws.

Spark Witch 0
School: Evocation / Fire Elemental [Fire]; Components: (V or S);
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Target:
one Fine object; Duration: Instantaneous; Save: DC 19 Fortitude negates (object); Resistance: Yes (object)
Ignites flammable objects.

Stabilize Witch 0
School: Conjuration (Healing); Components: V, S; Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Target: One living creature;
Duration: Instantaneous; Save: Will negates (harmless); Resistance: Yes (harmless)
Cause a dying creature to stabilize.

Touch of Fatigue Witch 0
School: Necromancy; Components: V, S, M (a drop of sweat);
Casting Time : 1 action; Range: Touch; Target: Creature touched;
Duration: 1 round/level; Save: DC 19 Fortitude negates; Resistance: Yes
Touch attack fatigues target.

Air Bubble Witch 1
School: Conjuration; Components: S, M/DF (a small bladder filled
with air); Casting Time : 1 action; Range: Touch; Target: One
creature or one object no larger than a Large twohanded weapon;
Duration: 1 minute/level; Save: Will negates (harmless); Resistance: Yes (harmless)
Creates a small pocket of air around your head or an object.

Alchemical Tinkering Witch 1
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Touch; Target: Firearm or alchemical item touched; Duration:
1 minute/level; Save: DC 20 Fortitude negates (object); Resistance: Yes
Transform one alchemical item or firearm into another.

Chill Touch Witch 1
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Touch; Target: Creature or creatures touched (up to
one/level); Duration: Instantaneous; Save: DC 20 Fortitude partial or
Will negates; see text; Resistance: Yes
One touch/level deals 1d6 damage and possibly 1 Str damage.

Cure Light Wounds Witch 1
School: Conjuration (Healing); Components: V, S; Casting Time : 1
action; Range: Touch; Target: Creature touched; Duration:
Instantaneous; Save: Will half (harmless); see text; Resistance: Yes
(harmless); see text
Cures 1d8 damage + 1/level (max +5).

Frostbite Witch 1
School: Transmutation [Cold]; Components: V, S; Casting Time : 1
action; Range: Touch; Target: creature touched; Duration:
Instantaneous; Save: none; Resistance: Yes
Target takes cold damage and is fatigued.

Icicle Dagger Witch 1
School: Conjuration (Creation) [Cold]; Components: V, S; Casting
Time: 1 action; Range: 0 ft.; Effect: one icicle; Duration: 1
minute/level; Save: none; Resistance: No
Masterwork ice dagger deals +1 cold damage.

Mage Armor Witch 1
School: Conjuration (Creation) [Force]; Components: V, S, F (a piece
of cured leather); Casting Time : 1 action; Range: Touch; Target:
Creature touched; Duration: 1 hour/level (D); Save: Will negates
(harmless); Resistance: No
Gives subject +4 armor bonus.

Ray of Enfeeblement Witch 1
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: Ray; Duration: 1
round/level; Save: DC 20 Fortitude half; Resistance: Yes
Ray causes 1d6 Str penalty + 1 per 2 levels.

Snowball Witch 1
School: Conjuration (Creation) [Cold, Water]; Components: V, S;
Casting Time : 1 action; Range: Close (25 + 5 ft./2 levels); Effect:
One ball of ice and snow ; Duration: Instantaneous; Save: DC 23
Fortitude partial (see text); Resistance: No
You conjure a ball of packed ice and snow that you can throw at a single target as a ranged touch attack. The snowball deals 1d6 points of cold damage per caster level (maximum 5d6) on a successful hit, and the target must make a successful Fortitude saving throw or be staggered for 1 round.

Undine's Curse Witch 1
School: Necromancy [Evil]; Components: V, S; Casting Time : 1
action; Range: Close (25 ft. + 5 ft./2 levels); Target: One creature;
Duration: 1 hour/level; Save: DC 20 Will negates; Resistance: Yes
Target loses the ability to breath automatically, suffocates when asleep/unconscious.

Unshakable Chill Witch 1
School: Necromancy [Cold]; Components: V, S, M, F (Witch Knife,
Witch Knife); Casting Time : 1 action; Range: Close (25 + 5 ft./2
levels); Target: one creature; Duration: 10 minutes/level; see text;
Save: DC 25 Fortitude negates (see text); Resistance: Yes
Target is afflicted with severe cold.

Web Bolt Witch 1
School: Conjuration (Creation); Components: V, S; Casting Time : 1
action; Range: Close (25 ft. + 5 ft./2 levels); Effect: Fist-sized blob
of webbing; Duration: 1 min./level; Save: DC 20 Reflex negates; see text; Resistance: No
Launches a ball of webbing as the web spell at a single target.

Whispering Lore Witch 1
School: Divination; Components: V, S, M/DF (An owl's beak);
Casting Time : 1 round; Range: Personal; Target: You; Effect: +4
bonus on a Knowledge check appropriate to your location.; Duration: 10 minutes/level (D)
+4 bonus on a Knowledge check appropriate to your location.

Flurry of Snowballs Witch 2
School: Evocation [Cold, Water]; Components: V, S; Casting Time :
1 action; Range: 30 ft.; Area: 30 ft. cone-shaped burst ; Duration:
Instantaneous ; Save: DC 24 Reflex half; Resistance: No
Deal 4d6 cold damage in a 30 ft cone shaped burst.

Fog Cloud Witch 2
School: Conjuration / Water Elemental (Creation); Components: V, S;
Casting Time : 1 action; Range: Medium (100 ft. + 10 ft. level);
Effect: Fog spreads in 20-ft. radius; Duration: 10 min./level; Save: None; Resistance: No
Fog obscures vision.

Frost Fall Witch 2
School: Evocation (Cold); Components: V, S; Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Area: 5-foot radius burst;
Duration: 1 round/2 levels; Save: DC 24 Fortitude partial;
Resistance: Yes
The area is covered in a chilling frost.

Haunting Mists Witch 2
School: Illusion / Void Elemental (Figment) [Fear, ShadowDesc];
Components: V, S; Casting Time : 1 action; Range: 20 ft.; Effect:
cloud spreads in 20-ft. radius, 20 ft. high; Duration: 1 minute/level
(D); Save: DC 21 Will partial (see text); Resistance: No
Creatures are shaken and take Wis damage.

Resist Energy Witch 2
School: Abjuration / All Elements; Components: V, S, F, DF (Witch
Knife, Witch Knife); Casting Time : 1 action; Range: Touch; Target:
Creature touched; Duration: 10 min./level; Save: Fortitude negates
(harmless); Resistance: Yes (harmless)
Ignores first 10 (or more) points of damage per attack from specified energy type.

Spectral Hand Witch 2
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Medium (100 + 10 ft./level); Effect: One spectral hand;
Duration: 1 min./level (D); Save: None; Resistance: No
Creates disembodied glowing hand to deliver touch attacks.

Winter's Grasp Witch 2
School: Conjuration (Creation) [Cold]; Components: V, S, M/DF
(ground glass); Casting Time : 1 action; Range: Medium (100 + 10 ft.
/level); Area: 20-ft.-radius spread; Duration: 1 round/level; Save:
None; Resistance: No
Ice encrusts the ground, radiating supernatural cold and making it difficult for creatures to maintain their balance. This icy ground is
treated as normal ice, forcing creatures to spend 2 squares of movement to enter an icy square and increasing the DC of Acrobatics
checks attempted in the area by 5. A creature that begins its turn in the affected area takes 1d6 points of cold damage, and takes a –2 penalty on saving throws against all spells with the cold descriptor for 1 round.

Deep Slumber Witch 3
School: Enchantment (Compulsion) [Mind-Affecting]; Components: V,
S, M (fine sand, rose petals, or a live cricket); Casting Time : 1 round;
Range: Close (25 + 5 ft./2 levels); Area: One or more living creatures
within a 10-ft.-radius burst; Duration: 1 min./level; Save: DC 22 Will
negates; Resistance: Yes
Puts 10 HD of creatures to sleep.

Dispel Magic Witch 3
School: Abjuration / Void Elemental; Components: V, S; Casting
Time: 1 action; Range: Medium (100 + 10 ft./level); Target: One
spellcaster, creature, or object; Duration: Instantaneous; Save: None;
Resistance: No
Cancels one magical spell or effect.

Gloomblind Bolts Witch 3
School: Conjuration (Creation) [Shadow]; Components: V, S; Casting
Time: 1 action; Range: Medium (100 ft. + 10 ft./level); Effect: One or
more bolts of energy; Duration: Instantaneous; Save: DC 22 Reflex
negates; see text; Resistance: Yes
Negative energy bolt deals dam to the living or heals undead for 4d6, Ref to avoid blind.

Glyph of Warding Witch 3
School: Abjuration; Components: V, S, M (powdered diamond worth
200 gp); Casting Time : 10 minutes; Range: Touch; Target: Object
touched or up to 5 sq. ft./level; Duration: Permanent until discharged
(D); Save: DC 24 See text; Resistance: No (object) and yes; see text
Inscription harms those who pass it.

Ice Spears Witch 3
School: Conjuration [Cold]; Components: V, S, M (a small stalagmiteshaped
crystal); Casting Time : 1 action; Range: Close (25 ft. + 5ft./2
levels); Effect: 1 ice spear/4 levels; Duration: Instantaneous; Save:
DC 25 Reflex half and see below; Resistance: No
Cause icy spears to strike foes for 2d6 piercing and 2d6 cold damage; can knock foes down.

Ice Storm Witch 3
School: Evocation / Water Elemental [Cold]; Components: V, S, F,
M/DF (dust and water) (Witch Knife, Witch Knife); Casting Time : 1
action; Range: Long (400 + 40 ft./level); Area: Cylinder (20-ft. radius,
40 ft. high); Duration: 1 round/level (D); Save: None; Resistance: Yes
Hail deals 5d6 damage in cylinder 40 ft. across.

Irriseni Mirror Sight Witch 3
School: Divination (Scrying); Components: V, S, F (a mirror);
Casting Time : 10 minutes; Range: See text; Effect: Magical Sensor;
Duration: 1 minute/level; Save: None; Resistance: No
As scrying, but sensor must be centered on a mirror.

Lightning Bolt Witch 3
School: Evocation / Air Elemental / Metal Elemental [Electricity];
Components: V, S, M (fur and a glass rod); Casting Time : 1 action;
Range: 120 ft.; Area: 120-ft. line; Duration: Instantaneous; Save: DC
22 Reflex half; Resistance: Yes
Electricity deals 1d6/level damage.

Sands of Time Witch 3
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Touch; Target: touched creature or object; Duration: 10
minutes/level or instantaneous (see text); Save: none; Resistance: Yes
Target temporarily ages.

Sleet Storm Witch 3
School: Conjuration / Water Elemental (Creation) [Cold];
Components: V, S, M/DF (dust and water); Casting Time : 1 action;
Range: Long (400 + 40 ft./level); Area: Cylinder (40-ft. radius, 20 ft.
high); Duration: 1 round/level; Save: None; Resistance: No
Hampers vision and movement.

Strangling Hair Witch 3
School: Transmutation; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: one creature; Duration:
Concentration, up to 1 round/level; Save: none; Resistance: Yes
Your hair animates and grapples.

Cure Serious Wounds Witch 4
School: Conjuration (Healing); Components: V, S; Casting Time : 1
action; Range: Touch; Target: Creature touched; Duration:
Instantaneous; Save: Will half (harmless); see text; Resistance: Yes (harmless); see text
Cures 3d8 damage + 1/level (max +15).

Curse of Magic Negation Witch 4
School: Abjuration [Curse]; Components: V, S, M (powdered lead
and platinum worth 250 gp); Casting Time : 1 round; Range: Medium
(100 + 10 ft./level); Target: one creature; Duration: 10 minute/level;
Save: DC 23 Will negates; Resistance: No
Target gains the negated spellblight.

Enervation Witch 4
School: Necromancy; Components: V, S; Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Effect: Ray of negative energy;
Duration: Instantaneous; Save: None; Resistance: Yes
Subject gains 1d4 negative levels.

Phantasmal Killer Witch 4
School: Illusion (Phantasm) [Fear, Mind-Affecting]; Components: V, S;
Casting Time : 1 action; Range: Medium (100 + 10 ft./level); Target:
One living creature; Duration: Instantaneous; Save: DC 23 Will
disbelief, then Fortitude partial; see text; Resistance: Yes
Fearsome illusion kills subject or deals 3d6 damage.

Scrying Witch 4
School: Divination (Scrying); Components: V, S, F, M/DF (a pool of
water, a silver mirror worth 1000 gp); Casting Time : 1 hour; Range:
See text; Effect: Magical sensor; Duration: 1 min./level; Save: DC 23
Will negates; Resistance: Yes
Spies on subject from a distance.

Shadow Step Witch 4
School: Illusion (Shadow) [ShadowDesc]; Components: V, S; Casting
Time: 1 action; Range: Medium (100 + 10 ft./level); Target: you;
Duration: Instantaneous; Save: none; Resistance: No
Teleport from one shadow to another.

Wall of Ice Witch 4
School: Evocation / Water Elemental [Cold]; Components: V, S, M, F
(a piece of quartz or rock crystal) (Witch Knife, Witch Knife); Casting
Time: 1 action; Range: Medium (100 + 10 ft./level); Effect: Anchored
plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a
radius of up to 3 ft. + 1 ft./level; Duration: 1 min./level; Save: DC 28
Reflex negates; see text; Resistance: Yes
Ice plane creates wall or hemisphere creates dome.

Cone of Cold Witch 5
School: Evocation / Water Elemental [Cold]; Components: V, S, M, F
(a small crystal or glass cone) (Witch Knife, Witch Knife); Casting
Time: 1 action; Range: 60 ft.; Area: Cone-shaped burst; Duration:
Instantaneous; Save: DC 29 Reflex half; Resistance: Yes
1d6/level cold damage.

Curse, Major Witch 5
School: Necromancy [Curse]; Components: V, S; Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Target: One creature;
Duration: Permanent; Save: DC 24 Will negates; Resistance: Yes
As bestow curse, but harder to remove.

Icy Prison Witch 5
School: Evocation [Cold]; Components: V, S; Casting Time : 1
action; Range: Medium (100 + 10 ft./level); Target: One creature;
Duration: 1 minute/level; see text; Save: DC 27 Reflex partial;
Resistance: Yes
Thick ice holds and damages the target.

Suffocation Witch 5
School: Necromancy / Air Elemental; Components: V, S, M (a vial
containing a bit of the caster's breath); Casting Time : 1 action;
Range: Close (25 + 5 ft./2 levels); Target: one living creature;
Duration: 3 rounds; Save: DC 24 Fortitude partial; Resistance: Yes
Target quickly suffocates to death.

Telepathic Bond Witch 5
School: Divination / Void Elemental / Wood Elemental; Components:
V, S, M (two eggshells from two different creatures); Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Target: You plus one
willing creature per three levels, no two of which can be more than 30
ft. apart; Duration: 10 min./level (D); Save: None; Resistance: No
Link lets allies communicate.

Teleport Witch 5
School: Conjuration / Void Elemental (Teleport); Components: V;
Casting Time : 1 action; Range: Personal Touch; Target: You and
touched objects or other touched willing creatures; Duration:
Instantaneous; Save: None and Will negates (object); Resistance: No and yes (object)
Instantly transports you as far as 100 miles per level.

Wind Blades Witch 5
School: Transmutation [Air]; Components: V, S; Casting Time : 1
action; Range: Touch; Target: Creature touched; Duration: 1
round/level; Save: DC 24 Will negates; Resistance: Yes
Hard air blades do damage based on how much the target moves.

Wreath of Blades Witch 5
School: Abjuration; Components: V, S, F (four mithral daggers, each
worth at least 502 gp each); Casting Time : 1 action; Range:
Personal; Target: You; Area: 5-foot-radius emanation centered on
you; Duration: 1 round/level; Save: Reflex half (special, see below);
Resistance: No (special, see below)
Four mithral daggers speed around you, attacking nearby creatures and protecting your spellcasting from attacks of opportunity.

Dispel Magic, Greater Witch 6
School: Abjuration / Void Elemental; Components: V, S; Casting
Time: 1 action; Range: Medium (100 + 10 ft./level); Target: One
spellcaster, creature, or object; or a 20-ft.- radius burst; Duration:
Instantaneous; Save: None; Resistance: No
As dispel magic, but with multiple targets.

Freezing Sphere Witch 6
School: Evocation / Water Elemental [Cold]; Components: V, S, F (a
small crystal sphere, Witch Knife, Witch Knife); Casting Time : 1
action; Range: Long (400 + 40 ft./level); Target: See text; Effect:
See text; Area: See text; Duration: Instantaneous or 1 round/level;
see text; Save: DC 30 Reflex half; see text; Resistance: Yes
Freezes water or deals cold damage.

Ice Crystal Teleport Witch 6
School: Conjuration (Teleport) [Cold]; Components: V; Casting Time :
1 action; Range: Long (400 + 40 ft./level); Target: one creature;
Duration: 1d4 rounds and instantaneous; Save: DC 26 Will negates;
Resistance: Yes
Target is frozen, then teleported.

Lash of the Astradaemon Witch 6
School: Necromancy [Evil]; Components: V, S; Casting Time : 1
action; Range: Personal; Target: You; Duration: 1 round/level
Gain 2 claw attacks that bestow negative levels on a hit.

Chain Lightning Witch 7
School: Evocation / Air Elemental / Metal Elemental [Electricity];
Components: V, S, F (a bit of fur; a piece of amber, glass, or a
crystal rod; plus one silver pin per caster level); Casting Time : 1
action; Range: Long (400 + 40 ft./level); Target: One primary target,
plus one secondary target/level (each of which must be within 30 ft. of
the primary target); Duration: Instantaneous; Save: DC 26 Reflex half;
Resistance: Yes
1d6/level damage and 1 secondary bolt/level.

Control Weather Witch 7
School: Transmutation / Air Elemental / Water Elemental / Wood
Elemental; Components: V, S, F (Witch Knife, Witch Knife); Casting
Time: 10 minutes; Range: 2 miles; Area: 2-mile-radius circle,
centered on you; see text; Duration: 4d12 hours; see text; Save:
None; Resistance: No
Changes weather in local area.

Ice Body Witch 7
School: Transmutation [Cold]; Components: V, S; Casting Time : 1
action; Range: Personal; Target: you; Duration: 1 minute/level (D)
Your body becomes living ice.

Temporary Resurrection Witch 7
School: Necromancy; Components: V, S, M (diamond dust worth 500
gp); Casting Time : 10 minutes; Range: Touch; Target: dead creature
touched; Duration: 24 hours
Bring a creature to life for 24 hours.

Cure Serious Wounds, Mass Witch 8
School: Conjuration (Healing); Components: V, S; Casting Time : 1
action; Range: Close (25 + 5 ft./2 levels); Target: One creature/level,
no two of which can be more than 30 ft. apart; Duration:
Instantaneous; Save: Will half (harmless) or Will half; see text;
Resistance: Yes (harmless) or yes; see text
Cures 3d8 damage + 1/level, affects 1 subject/level.

Polar Ray Witch 8
School: Evocation / Water Elemental [Cold]; Components: V, S, F (a
white ceramic cone or prism, Witch Knife, Witch Knife); Casting Time :
1 action; Range: Medium (100 + 10 ft./level); Effect: Ray; Duration:
Instantaneous; Save: None; Resistance: Yes
Ranged touch attack deals 1d6/level cold damage and 1d4 points of Dexterity drain.

Stormbolts Witch 8
School: Evocation / Air Elemental / Metal Elemental [Electricity];
Components: V, S, M/DF (a copper rod); Casting Time : 1 action;
Range: 30 ft.; Area: a 30-ft.-radius spread, centered on you;
Duration: Instantaneous; Save: DC 27 Fortitude partial; Resistance: Yes
1d8 damage/level (max 20d8) to targets.

Dreams:

Lissandra's magic twists the pure power of ice into something dark and terrible. With the force of her black ice, she does more than freeze – she impales and crushes those who oppose her. To the terrified denizens of the north, she is known only as "The Ice Witch". The truth is much more sinister: Lissandra is a corrupter of nature that plots to unleash an ice age on the world.

Centuries ago, Lissandra betrayed her tribe to evil creatures, known as the Frozen Watchers, in return for power. That was the last day that warm blood ran through her veins. With her corrupted tribesmen and the strength of the Watchers, she swept across the land like a terrible blizzard. As her empire spread, the world grew colder and ice choked the land. When the Watchers were defeated by ancient heroes, Lissandra did not lose faith and swore to prepare the world for their return.

Lissandra worked to purge all knowledge of the Watchers from the world. Using magic to take human form, she masqueraded as numerous seers and elders. Over the course of generations, she rewrote the stories of the Freljord, and so the history of its people changed. Today the fragmented retellings of the Watchers are seen as children's tales. But this deception wasn't enough – Lissandra also needed an army.

She set her sights on the noble Frostguard tribe. Lissandra knew corrupting the Frostguard would take centuries, and so she launched her greatest deception. She murdered and stole the identity of the Frostguard leader. Then she slowly began to warp the tribe's proud traditions. When her human form grew old, she faked her own death and then murdered her successor to steal her identity. With each generation, the Frostguard grew more insular, cruel and twisted. Today, the world still sees them as a noble and peaceful tribe that guards against evil creatures like the Ice Witch. In truth, they now serve the witch and long for the glorious return of the Watchers.

Lissandra knows that on that day nations will fall and the world will be reborn in ice.

"Close your eyes and let the cold take you."

Andromeda opened her eyes a small layer of frost formed on her face as her sweat froze.

Virgo! She cried out.

Yes, m’lady Virgo replied as she jumps up on the bed beside Andromeda.

I had the dream again, About the Ice witch Lissandra

m’lady, you know as well as I Lissandra was killed well over a hundred years ago. You are the Ice Witch now, the last of the iceborn Virgo replies attempting to reassure Andromeda of her position. As ruler of the Glacier fortress.

Andromeda gets out of her bed. And goes to the ice formed balcony overlooking the fortress courtyard. Just below her perch stand two frost giants as silent sentinels guarding the entrance to Andromeda’s private chambers.

Andromeds’s morning routine is interrupted by a knock on the door. Virgo shifts form from a tiny bipedal lizard to a slightly larger gnome. And goes over to open the door. Standing there is a small gnomeish figure his frost white beard and frost covered face. Holding a small silver tray and upon the tray rests a sealed envelope. (Winter fey redcap)

Message for the Ice Queen he says.

Virgo retrieves the message and dismisses the messenger. He bows and exits the chamber.

Andromeda turns to Virgo Well? What does it say? she commands as she returns to her chamber and closes the doors to the balcony. Before the sun’s heat ruins the day.

Virgo opens the letter but apparently cannot make heads or tales of what is written on it.

Well? Andromeda urges, getting impatient at the delay.

It says nothing, only these runes along the edges and a line upon the bottom Virgo replies.

Andromeda snatches the paper from Virgo’s hand let me see
With a mumbling of some arcane words Andromeda’s eyes glow a pale blue, and she tries to read the message using her read magic spell…