0 -
detect magic, message, read magic, spark, touch of fatigue
1 -
enlarge person, forced quiet, mage armor, magic missile, ray of enfeeblement, sleep
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Special Rules
Hexes 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 her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table: Witch. 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.
Evil Eye (Su): Avrandes can cause doubt to creep into the mind of a foe within 30 feet that he can see. The target takes a –2 penalty on one of the following (Avrandes' choice): AC, ability checks, attack rolls, saving throws, or skill checks. This hex lasts for 7 rounds. A DC 17 Will save reduces this to just 1 round. This is a mind-affecting effect. At 8th level the penalty increases to –4.
Equipment
Wealth
Appearance
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