Swaranna Rei

Lulari's page

47 posts. Organized Play character for Meranthi.


Full Name

Lulari Bakash

Gender

TN (she/her) samsaran witch 3/druid (urban druid) 3/mystic theurge 3

Size

HP 45/60 | AC 19/15/16 | F +11 R +13 W +18 | Perc +21 | Stealth +3 |

Age

30 ft. | Druid spells cantrips - 4, 1st - 5/6, 2nd - 4/5, 3rd - 3/4 | Witch spells cantrips - 4, 1st - 335, 2nd - 4/4, 3rd - 3/3 | Active Conditions: none

About Lulari

Female samsaran druid (urban druid) 3/mystic theurge 3/witch 3
N Medium humanoid (samsaran)
Init +3; Senses low-light vision; Perception +6
—————
Defense
AC 19, touch 15, flat-footed 16 (+4 armor, +3 Dex, +2 deflection)
hp 60 (9d8+18)
Fort +11, Ref +13, Will +18; +2 vs. death effects, negative energy effects, negative levels
Resist fire 5
—————
Offense
Speed 30 ft.
Melee mw scimitar +3 (1d6-2/19-20)
Ranged mwk light crossbow +6 (1d8/19-20) range 80'
Space 5 ft.; Reach 5 ft.
Special Attacks hexes (cackle, evil eye, misfortune)
Druid (Urban Druid) spells memorized (CL 6th; concentration +13)
Melee Touch +2 Ranged Touch +7
3rd—call lightning (DC 20), prayerD, communal resist energyUC, greater thunderstompACG
2nd—aggressive thundercloudACG (2, DC 19), barkskin, enthrallD (DC 17), spider climb
1st—blessD, cure light wounds, feather stepAPG (DC 16), hydraulic pushAPG, liberating commandUC, produce flame
0th (at will)—create water, detect magic, guidance, purify food and drink (DC 15)
[D] Domain spell; Domains Leadership, Nobility
Witch spells memorized (CL 8th; concentration +15)
Melee Touch +2 Ranged Touch +7
3rd—bestow curse (DC 18), lightning bolt (DC 20), screechAPG (DC 20)
2nd—burning gazeAPG (DC 19), false life, frost fallUC (DC 19), see invisibility
1st—burning hands (DC 18), ear-piercing screamUM (DC 18), ill omenAPG, mage armor (21) , shocking grasp
0th (at will)—daze (DC 15), mending, message, read
magic
Patron Shadow
—————
Statistics
Str 7, Dex 16, Con 12, Int 20, Wis 20, Cha 10
Base Atk +4; CMB +2; CMD 17
Feats Alertness, Combat Casting, Extra Hex (Witch), Greater Spell Focus (Evocation), Spell Focus (Evocation), Toughness
Traits Magic is Life, Magical Knack (Witch)
Skills Craft (alchemy) +17, Diplomacy +6, Handle Animal +4, Heal +9, Knowledge (arcana) +17, Knowledge (geography) +9, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +17, Knowledge (nobility) +11, Knowledge (planes) +17, Knowledge (religion) +11, Perception +21, Sense Motive +19, Spellcraft +19, Survival +11; Racial Modifiers +2 Perception, +2 Spellcraft
Languages Azlanti, Celestial, Common, Draconic, Druidic, Nagaji, Samsaran, Tien
SQ combined spells, inspiring command, lorekeeper, nature bond (Leadership domainAPG), nature sense, shards of the past (Spellcraft, Perception), wild empathy +3, witch's familiar (fox named Esperanza)
Combat Gear lesser selective metamagic rodAPG, spellguard bracersUE, wand of cure light wounds (50 charges), wand of endure elements (48 charges), wand of heightened awareness (48 charges), wand of infernal healing (50 charges); Other Gear crossbow bolts (20), mwk light crossbow, mwk scimitar, belt of incredible dexterity +2, cloak of resistance +5, handy haversack, headband of mental prowess +2 (Int, Wis), ring of protection +2, tunic of careful castingUE, wrist sheathUE, wrist sheathUE, 1,089 gp
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Special Abilities
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Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combined spells (2nd) (Su) You can prepare the spells of one spellcasting class using another classes' slots.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Druid (Urban Druid) Domain (Leadership)
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (8 rounds, DC 16) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Inspiring Command (2 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks
Lifebound (Ex) +2 to save vs. death/neg energy/neg levels and Con checks to stabilize.
Lorekeeper (Ex) +2 Diplomacy, Knowledge (history), Knowledge (local), Knowledge (nobility).
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Misfortune (1 round, DC 16) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Shards of the Past (Spellcraft, Perception) (Ex) A samsaran’s past lives grant her bonuses on two skills. The samsaran chooses two skills—she gains a +2 racial bonus on both, and they are always class skills for her. Once made, this choice can’t be altered.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Evocation)[/b] Spells from one school of magic have +1 to their save DC.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells
—————

Esperanza:
Esperanza
Fox
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +16
—————
Defense
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 30 (1d8+1)
Fort +6, Ref +5, Will +9
Defensive Abilities improved evasion
—————
Offense
Speed 40 ft.
Melee bite +5 (1d3-1)
Space 2½ ft.; Reach 0 ft.
Special Attacks deliver touch spells
—————
Statistics
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +4; CMB +4; CMD 13 (17 vs. trip)
Feats Skill Focus (Perception)
Skills Acrobatics +2 (+14 to jump), Diplomacy -1, Handle Animal -1, Heal +2, Perception +16, Sense Motive +10, Spellcraft +7, Survival +2 (+6 to track by scent); Racial Modifiers +4 Survival to track by scent
SQ empathic link
—————
Special Abilities
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.

Details details:

Alertness Feat
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a
spell or use a spell-like ability when casting on the defensive or while
grappled.
Combat Casting Feat
You have learned the secrets of a new hex.
Prerequisite: Hex class feature.
Benefit: You gain one additional hex. You must meet the prerequisites
for this hex. If you are a shaman, it must be a hex granted by your spirit
rather than one from a wandering spirit.
Special: You can take this feat multiple times. Each time you do, you
gain another hex.
Appears In: Advanced Player's Guide, Advanced Class Guide
Extra Hex (Witch) Feat
Choose a school of magic to which you have already applied the Spell
Focus feat. Any spells you cast of this school are very hard to resist.
Prerequisite: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against
spells from the school of magic you select. This bonus stacks with the
bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new school to which you
already have applied the Spell Focus feat.
Greater Spell Focus (Evocation) Feat
Choose a school of magic. Any spells you cast of that school are more
difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against
spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack.
Each time you take the feat, it applies to a new school of magic.
Spell Focus (Evocation) Feat
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond
3, you gain an additional +1 hit point. If you have more than 3 Hit Dice,
you gain +1 hit points whenever you gain a Hit Die (such as when you
gain a level).
Toughness Feat
Your faith in magic allows you to reflexively use the energy of any spell
effect on you to save you from death. As long as you are under the
effects of any spell, you gain a +2 trait bonus on saving throws against
death effects. If you are reduced to negative hit points while you are
under the effects of any spell, you automatically confirm stabilization
checks to stop bleeding.
Appears In: Legacy of Fire, Advanced Player's Guide Traits, Ultimate
Campaign
Magic is Life Trait
You were raised, either wholly or in part, by a magical creature, either
after it found you abandoned in the woods or because your parents
often left you in the care of a magical minion. This constant exposure
to magic has made its mysteries easy for you to understand, even
when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that
class gains a +2 trait bonus as long as this bonus doesn’t increase
your caster level higher than your current Hit Dice.
Appears In: Character Traits Web Enhancement, Advanced Player's
Guide Traits, Ultimate Campaign
Magical Knack (Witch) Trait
Samsarans gain a +2 racial bonus on all saving throws to resist death
effects, saving throws against negative energy effects, Fortitude saves
to remove negative levels, and Constitution checks to stabilize if
reduced to negative hit points.
Lifebound (Ex) Racial Ability (Samsaran)
A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.
Low-Light Vision Racial Ability,Senses
A witch can cackle madly as a move action. Any creature that is within
30 feet that is under the effects of an agony hex, charm hex, evil eye
hex, fortune hex, or misfortune hex caused by the witch has the
duration of that hex extended by 1 round.
Appears In: Advanced Player's Guide
Cackle (Su) Class Ability (Witch)
A mystic theurge can prepare and cast spells from one of his
spellcasting classes using the available slots from any of his other
spellcasting classes. Spells prepared or cast in this way take up a slot
one level higher than they originally occupied. This ability cannot be
used to cast a spell at a lower level if that spell exists on both spell
lists. At 1st level, a mystic theurge can prepare 1st-level spells from
one of his spellcasting classes using the 2nd-level slots of the other
spellcasting class. Every two levels thereafter, the level of spells that
can be cast in this way increases by one, to a maximum of 5th-level
spells at 9th level (these spells would take up 6th-level spell slots). The
components of these spells do not change, but they otherwise follow
the rules for the spellcasting class used to cast the spell.
Spontaneous spellcasters can only select spells that they have
prepared that day using non-spontaneous classes for this ability, even
if the spells have already been cast. For example, a
cleric/sorcerer/mystic theurge can use this ability to spontaneously cast
a bless spell using a 2nd-level sorcerer spell slot, if the character had a
prepared bless spell using a 1st-level cleric spell slot, even if that spell
had already been cast that day.
Note: The option to prepare combined spells has not been
implemented yet.
Deliver Touch Spells Through Familiar (Su) Class Ability (Witch)
The master has an empathic link with his familiar out to a distance of
up to 1 mile. The master cannot see through the familiar's eyes, but
they can communicate empathically. Because of the limited nature of
the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to
an item or place that his familiar does.
Empathic Link with Familiar (Su) Class Ability (Witch)
The witch can cause doubt to creep into the mind of a foe within 30 feet
that she can see. The target takes a –2 penalty on one of the following
(witch’s choice): AC, ability checks, attack rolls, saving throws, or skill
checks. This hex lasts for a number of rounds equal to 3 + the witch’s
Intelligence modifier. A Will save reduces this to just 1 round. This is a
mind-affecting effect. At 8th level the penalty increases to –4.
Appears In: Advanced Player's Guide
Evil Eye -2 (8 rounds, DC 16) (Su) Class Ability (Witch)
If you are within arm's reach of your familiar, you gain the benefits of
the Alertness feat.
If you are within 1 mile of your familiar, you may gain other benefits.
Familiar Bonus: +2 to Reflex saves Class Ability (Witch)
As a standard action, you can issue an inspiring command to your
allies. The inspiring command affects one ally plus one additional ally
for every three cleric levels you possess, who must all be within 30 feet
of you. Affected allies gain a +2 insight bonus on attack rolls, AC,
combat maneuver defense, and skill checks for 1 round. This is a
language-dependent mind-affecting effect.
Inspiring Command (2 allies) (Su) Class Ability (Cleric,Druid,Eagle Shaman,Lion Shaman,Urban Druid)
The shaman or witch causes a creature within 30 feet to suffer grave
misfortune for 1 round. Anytime the creature makes an ability check,
attack roll, saving throw, or skill check, it must roll twice and take the
worse result. A successful Will saving throw negates this hex. At 8th
level and 16th level, the duration of this hex is extended by 1 round.
This hex affects all rolls the target must make while it lasts. Whether or
not the save is successful, the creature cannot be the target of this hex
again for 24 hours.
Appears In: Advanced Player's Guide
Misfortune (1 round, DC 16) (Su) Class Ability (Witch)
The wizard may cast a spell with a target of "You" on his familiar (as a
touch spell) instead of on himself. A wizard may cast spells on his
familiar even if the spells do not normally affect creatures of the
familiar's type (magical beast).
Share Spells with Familiar Class Ability (Witch)
An urban druid can channel stored spell energy into domain spells that
she has not prepared ahead of time. She can “lose” a prepared spell in
order to cast any domain spell of the same level or lower. This ability
replaces the ability to spontaneously cast summon nature’s ally spells.
Spontaneous Casting Class Ability (Druid)
A character can improve the attitude of an animal. This ability functions
just like a Diplomacy check made to improve the attitude of a person.
The character rolls 1d20 and adds her class 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 character 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.
Wild Empathy +3 (Ex) Class Ability (Druid)
This ring offers continual magical protection in the form of a deflection
bonus of +2 to AC.
Construction
Requirements: Forge Ring, shield of faith, caster must be of a level at
least three times the bonus of the ring; Cost 4,000 gp
Ring of protection +2 Ring
The wielder can cast up to three spells per day as though using the
Selective Spell feat. For each spell, he can select up to four creatures
of his choice within the area that are unaffected.
Metamagic rods hold the essence of a metamagic feat, allowing the
user to apply metamagic effects to spells as they are cast. This does
not change the spell slot of the altered spell. All the rods described
here are use-activated (but casting spells in a threatened area still
draws an attack of opportunity). A caster may only use one metamagic
rod on any given spell, but it is permissible to combine a rod with
metamagic feats possessed by the rod’s wielder. In this case, only the
feats possessed by the wielder adjust the spell slot of the spell being
cast.
Possession of a metamagic rod does not confer the associated feat on
the owner, only the ability to use the given feat a specified number of
times per day. A sorcerer still must take a full-round action when using
a metamagic rod, just as if using a metamagic feat he possesses
(except for quicken metamagic rods, which can be used as a swift
action).
Lesser and Greater Metamagic Rods: Normal metamagic rods can
be used with spells of 6th level or lower. Lesser rods can be used with
spells of 3rd level or lower, while greater rods can be used with spells
of 9th level or lower.
Construction
Requirements Craft Rod, Selective Spell; Cost 1,500 gp
Appears In: Advanced Player's Guide, Ultimate Equipment
Selective metamagic rod (lesser, 3/day) Rod
Cure Light Wounds
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level
(maximum +5). Since undead are powered by negative energy, this
spell deals damage to them instead of curing their wounds. An undead
creature can apply spell resistance, and can attempt a Will save to take
half damage.
Wand of endure elements (50 charges) Wand
Heightened Awareness
You enter a heightened state of awareness that allows you to notice
more about your surroundings and recall information effortlessly. You
gain a +2 competence bonus on Perception checks and on all
Knowledge checks that you are trained in.
If this spell is active when you have to make an initiative check, you
can instantly dismiss this spell and gain a +4 bonus on that check.
Wand of heightened awareness (50 charges) Wand
Infernal Healing
You anoint a wounded creature with devil’s blood or unholy water,
giving it fast healing 1. This ability cannot repair damage caused by
silver weapons, good-aligned weapons, or spells or effects with the
good descriptor. The target detects as evil for the duration of the spell
and can sense the evil of the magic, though this has no long-term
effect on the target’s alignment.
Wand of infernal healing (50 charges) Wand
This belt has a large silver buckle, usually depicting the image of a
tiger. The belt grants the wearer an enhancement bonus to Dexterity of
+2. Treat this as a temporary ability bonus for the first 24 hours the belt
is worn.
Construction
Requirements: Craft Wondrous Item, cat’s grace; Cost 2,000 gp
Belt of incredible dexterity +2 Wondrous Item (Belt)
Flecks of silver or steel are often sown amid the fabric of these magical
cloaks. This garment offers magic protection in the form of a +5
resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Construction
Requirements: Craft Wondrous Item, resistance, creator’s caster level
must be at least three times the cloak’s bonus; Cost 12,500 gp
Cloak of resistance +5 Wondrous Item (Shoulders)
A backpack of this sort appears to be well made, well used, and quite
ordinary. It is constructed of finely tanned leather, and the straps have
brass hardware and buckles. It has two side pouches, each of which
appears large enough to hold about a quart of material. In fact, each is
like a bag of holding and can actually hold material of as much as 2
cubic feet in volume or 20 pounds in weight. The large central portion
of the pack can contain up to 8 cubic feet or 80 pounds of material.
Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater
power. When the wearer reaches into it for a specific item, that item is
always on top. Thus, no digging around and fumbling is ever necessary
to find what a haversack contains. Retrieving any specific item from a
haversack is a move action, but it does not provoke the attacks of
opportunity that retrieving a stored item usually does.
Construction
Requirements Craft Wondrous Item, secret chest; Cost 1,000 gp
Handy haversack (4 @ 13 lbs) Wondrous Item
This simple copper headband has a small yellow gem set so that when
it rests upon the forehead of the wearer, the yellow gem sits perched
on the wearer’s brow as if it were a third eye in the middle of his
forehead. Often, the headband contains additional designs to further
accentuate the appearance of a third, crystal eye.
The headband grants the wearer an enhancement bonus to
Intelligence and Wisdom of +2. Treat this as a temporary ability bonus
for the first 24 hours the headband is worn. These bonuses are chosen
when the headband is created and cannot be changed. If the headband
grants a bonus to Intelligence, it also grants skill ranks as a Headband
of vast intelligence.
Construction
Requirements: Craft Wondrous Item, fox’s cunning, owl's wisdom;
Cost 5,000 gp
Headband of mental prowess +2 (Int, Wis, Sense Motive) Wondrous Item (Headband)
Typically made of leather dyed blue and decorated with star-shaped
studs, these bracers are used by spellcasters who practice their art in
the heat of combat. The bracers grant the wearer a +2 bonus on
concentration checks made to cast defensively. Three times per day,
the wearer can choose to roll a concentration check to cast defensively
twice and take the better result.
Construction
Requirements Combat Casting, Craft Wondrous Item, warding
weapon; Cost 2,500 gp
Appears In: Ultimate Equipment
Spellguard bracers (3/day) Wondrous Item (Wrist)
This woolen garment is decorated with a pattern of linked chains
embroidered in silver and black thread. It assists the wearer with
maintaining focus during spellcasting, granting a +2 bonus on
Concentration checks.
Construction
Requirements Craft Wondrous Item, Combat Casting; Cost 2,500 gp
Appears In: Ultimate Equipment
Skill Focus (Perception) Feat
You are particularly good at Survival in certain environments or
circumstances.
+4 Survival to track by scent (Ex) Racial Ability (Fox)
A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light. It
retains the ability to distinguish color and detail under these conditions.
Low-Light Vision Racial Ability,Senses
This special quality allows a creature to detect approaching enemies,
sniff out hidden foes, and track by sense of smell. Creatures with the
scent ability can identify familiar odors just as humans do familiar
sights.
The creature can detect opponents within 30 feet by sense of smell. If
the opponent is upwind, the range increases to 60 feet; if downwind, it
drops to 15 feet. Strong scents, such as smoke or rotting garbage, can
be detected at twice the ranges noted above. Overpowering scents,
such as skunk musk or troglodyte stench, can be detected at triple
normal range.
When a creature detects a scent, the exact location of the source is not
revealed - only its presence somewhere within range. The creature can
take a move action to note the direction of the scent. When the
creature is within 5 feet of the source, it pinpoints the source's location.
A creature with the scent ability can follow tracks by smell, making a
Wisdom (or Survival) check to find or follow a track. The typical DC for
a fresh trail is 10 (no matter what kind of surface holds the scent). This
DC increases or decreases depending on how strong the quarry's odor
is, the number of creatures, and the age of the trail. For each hour that
the trail is cold, the DC increases by 2. The ability otherwise follows the
rules for the Survival skill. Creatures tracking by scent ignore the
effects of surface conditions and poor visibility.
Scent (Ex) Racial Ability
You gain the specified bonus to acrobatics checks made to jump.
Situational Acrobatics (Jump) Bonus +8 (Ex) Racial Ability
If the master is 3rd level or higher, a familiar can deliver touch spells
for him. If the master and the familiar are in contact at the time the
master casts a touch spell, he can designate his familiar as the
“toucher.” The familiar can then deliver the touch spell just as the
master would. As usual, if the master casts another spell before the
touch is delivered, the touch spell dissipates.
Deliver Touch Spells (Su) Class Ability (Familiar Benefits)
The master has an empathic link with his familiar to a 1 mile distance.
The master can communicate empathically with the familiar, but cannot
see through its eyes. Because of the link’s limited nature, only general
emotions can be shared. The master has the same connection to an
item or place that his familiar does.
Empathic Link (Su) Class Ability (Familiar Benefits)
When subjected to an attack that normally allows a Reflex saving throw
for half damage, a familiar takes no damage if it makes a successful
saving throw and half damage even if the saving throw fails.
Improved Evasion (Ex) Class Ability (Familiar Benefits)
The wizard may cast a spell with a target of “You” on his familiar (as a
touch spell) instead of on himself. A wizard may cast spells on his
familiar even if the spells do not normally affect creatures of the
familiar’s type (magical beast).

Druid Spell Descriptions:


Witch Spell Descriptions:

Arcane Mark Witch 0
School universal
Casting Time 1 action
Components V, S
Range touch
Effect one personal rune or mark, all of which must fit within 1 sq. ft.
Duration permanent
Saving Throw none; Spell Resistance no
This spell allows you to inscribe your personal rune or mark, which can
consist of no more than six characters. The writing can be visible or
invisible. An arcane mark spell enables you to etch the rune upon any
substance without harm to the material upon which it is placed. If an
invisible mark is made, a detect magic spell causes it to glow and be
visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise
allows the user to see an invisible arcane mark. A read magic spell
reveals the words, if any. The mark cannot be dispelled, but it can be
removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, the effect gradually fades
in about a month.
Arcane mark must be cast on an object prior to casting instant
summons on the same object (see that spell description for details).
Bleed Witch 0
School necromancy
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw DC 15 Will negates; Spell Resistance yes
You cause a living creature that is below 0 hit points but stabilized to
resume dying. Upon casting this spell, you target a living creature that has
-1 or fewer hit points. That creature begins dying, taking 1 point of
damage per round. The creature can be stabilized later normally. This
spell causes a creature that is dying to take 1 point of damage.
Dancing Lights Witch 0
School evocation [light]
Casting Time 1 action
Components V, S
Range medium (100 + 10 ft./level)
Effect up to four lights, all within a 10-ft.-radius area
Duration 1 minute (D)
Saving Throw none; Spell Resistance no
Depending on the version selected, you create up to four lights that
resemble lanterns or torches (and cast that amount of light), or up to four
glowing spheres of light (which look like will-o'- wisps), or one faintly
glowing, vaguely humanoid shape. The dancing lights must stay within a
10-foot-radius area in relation to each other but otherwise move as you
desire (no concentration required): forward or back, up or down, straight
or turning corners, or the like. The lights can move up to 100 feet per
round. A light winks out if the distance between you and it exceeds the
spell's range. You can only have one dancing lights spell active at any
one time. If you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent, it does not
count against this limit.
Dancing lights can be made permanent with a permanency spell.
Daze Witch 0
School enchantment (compulsion) [mind-affecting]
Casting Time 1 action
Components V, S, M (a pinch of wool or similar substance)
Range close (25 + 5 ft./2 levels)
Target one humanoid creature of 4 HD or less
Duration 1 round
Saving Throw DC 15 Will negates; Spell Resistance yes
This spell clouds the mind of a humanoid creature with 4 or fewer Hit
Dice so that it takes no actions. Humanoids of 5 or more HD are not
affected. A dazed subject is not stunned, so attackers get no special
advantage against it. After a creature has been dazed by this spell, it is
immune to the effects of this spell for 1 minute.
Detect Magic Witch 0
School divination
Casting Time 1 action
Components V, S
Range 60 ft.
Area cone-shaped emanation
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
You detect magical auras. The amount of information revealed
depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the
most potent aura.
3rd Round: The strength and location of each aura. If the items or
creatures bearing the auras are in line of sight, you can make Knowledge
(arcana) skill checks to determine the school of magic involved in each.
(Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for
a nonspell effect.) If the aura eminates from a magic item, you can
attempt to identify its properties (see Spellcraft).
Magical areas, multiple types of magic, or strong local magical
emanations may distort or conceal weaker auras.
Aura Strength: An aura's power depends on a spell's functioning spell
level or an item's caster level; see the accompanying table. If an aura falls
into more than one category, detect magic indicates the stronger of the
two.
Lingering Aura: A magical aura lingers after its original source
dissipates (in the case of a spell) or is destroyed (in the case of a magic
item). If detect magic is cast and directed at such a location, the spell
indicates an aura strength of dim (even weaker than a faint aura). How
long the aura lingers at this dim level depends on its original power:
Original Strength - Duration of Lingering Aura
Faint - 1d6 rounds
Moderate - 1d6 minutes
Strong - 1d6 x 10 minutes
Overwhelming - 1d6 days
Outsiders and elementals are not magical in themselves, but if they are
summoned, the conjuration spell registers. Each round, you can turn to
detect magic in a new area. The spell can penetrate barriers, but 1 foot of
stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or
dirt blocks it.
Detect magic can be made permanent with a permanency spell.
Detect Poison Witch 0
School divination
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one creature, one object, or a 5-ft. cube
Duration instantaneous
Saving Throw none; Spell Resistance no
You determine whether a creature, object, or area has been poisoned
or is poisonous. You can determine the exact type of poison with a DC 20
Wisdom check. A character with the Craft (alchemy) skill may try a DC 20
Craft (alchemy) check if the Wisdom check fails, or may try the Craft
(alchemy) check prior to the Wisdom check. The spell can penetrate
barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead,
or 3 feet of wood or dirt blocks it.
Guidance Witch 0
School divination / void elemental
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration 1 minute or until discharged
Saving Throw Will negates (harmless); Spell Resistance yes
This spell imbues the subject with a touch of divine guidance. The
creature gets a +1 competence bonus on a single attack roll, saving
throw, or skill check. It must choose to use the bonus before making the
roll to which it applies.
Light Witch 0
School evocation / wood elemental [light]
Casting Time 1 action
Components V, M/DF (a firefly)
Range touch
Target object touched
Duration 10 min./level
Saving Throw none; Spell Resistance no
This spell causes a touched object to glow like a torch, shedding
normal light in a 20-foot radius, and increasing the light level for an
additional 20 feet by one step, up to normal light (darkness becomes dim
light, and dim light becomes normal light). In an area of normal or bright
light, this spell has no effect. The effect is immobile, but it can be cast on
a movable object. You can only have one light spell active at any one
time. If you cast this spell while another casting is still in effect, the
previous casting is dispelled. If you make this spell permanent (through
permanency or a similar effect), it does not count against this limit.
Light can be used to counter or dispel any darkness spell of equal or
lower spell level.
Mending Witch 0
School transmutation / metal elemental
Casting Time 10 minutes
Components V, S
Range 10 ft.
Target one object of up to 1 lb./level
Duration instantaneous
Saving Throw Will negates (harmless, object); Spell Resistance yes
(harmless, object)
This spell repairs damaged objects, restoring 1d4 hit points to the
object. If the object has the broken condition, this condition is removed if
the object is restored to at least half its original hit points. All of the pieces
of an object must be present for this spell to function. Magic items can be
repaired by this spell, but you must have a caster level equal to or higher
than that of the object. Magic items that are destroyed (at 0 hit points or
less) can be repaired with this spell, but this spell does not restore their
magic abilities. This spell does not affect creatures (including constructs).
This spell has no effect on objects that have been warped or otherwise
transmuted, but it can still repair damage done to such items.
Message Witch 0
School transmutation / air elemental [language-dependent]
Casting Time 1 action
Components V, S, F (a piece of copper wire)
Range medium (100 + 10 ft./level)
Target one creature/level
Duration 10 min./level
Saving Throw none; Spell Resistance no
You can whisper messages and receive whispered replies. Those
nearby can hear these messages with a DC 25 Perception check. You
point your finger at each creature you want to receive the message. When
you whisper, the whispered message is audible to all targeted creatures
within range. Magical silence, 1 foot of stone, 1 inch of common metal (or
a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The
message does not have to travel in a straight line. It can circumvent a
barrier if there is an open path between you and the subject, and the
path's entire length lies within the spell's range. The creatures that receive
the message can whisper a reply that you hear. The spell transmits
sound, not meaning; it doesn't transcend language barriers. To speak a
message, you must mouth the words and whisper.
Read Magic Witch 0
School divination
Casting Time 1 action
Components V, S, F (a clear crystal or mineral prism)
Range personal
Target you
Duration 10 min./level
You can decipher magical inscriptions on objects - books, scrolls,
weapons, and the like - that would otherwise be unintelligible. This
deciphering does not normally invoke the magic contained in the writing,
although it may do so in the case of a cursed or trapped scroll.
Furthermore, once the spell is cast and you have read the magical
inscription, you are thereafter able to read that particular writing without
recourse to the use of read magic. You can read at the rate of one page
(250 words) per minute. The spell allows you to identify a glyph of warding
with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16
Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 +
spell level).
Read magic can be made permanent with a permanency spell.
Resistance Witch 0
School abjuration
Casting Time 1 action
Components V, S, M/DF (a miniature cloak)
Range touch
Target creature touched
Duration 1 minute
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
You imbue the subject with magical energy that protects it from harm,
granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Stabilize Witch 0
School conjuration (healing)
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Target one living creature
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
Upon casting this spell, you target a living creature that has -1 or fewer
hit points. That creature is automatically stabilized and does not lose any
further hit points. If the creature later takes damage, it continues dying
normally.
Touch of Fatigue Witch 0
School necromancy
Casting Time 1 action
Components V, S, M (a drop of sweat)
Range touch
Target creature touched
Duration 1 round/level
Saving Throw DC 15 Fortitude negates; Spell Resistance yes
You channel negative energy through your touch, fatiguing the target.
You must succeed on a touch attack to strike a target. The subject is
immediately fatigued for the spell's duration.
This spell has no effect on a creature that is already fatigued. Unlike
with normal fatigue, the effect ends as soon as the spell's duration
expires.
Adhesive Spittle Witch 1
School conjuration (creation)
Casting Time 1 action
Components V, S
Range 15 ft.
Target one creature
Duration 1 round/level or until discharged (see text)
Saving Throw DC 16 Reflex partial; Spell Resistance no
Once during this spell's duration, you can spit a viscous liquid as a
standard action. This liquid functions as a tanglefoot bag, except you do
not have to make a successful attack roll to hit your target. The DCs to
counteract this adhesive (to avoid being stuck to the floor, to fly, to break
the adhesive, or to cast a spell) use the spell's DC rather than a tanglefoot
bag's normal DCs. The adhesive persists for 2d4 rounds after you spit it.
Appears in: Advanced Class Guide
Chill Touch Witch 1
School necromancy
Casting Time 1 action
Components V, S
Range touch
Target creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw DC 16 Fortitude partial or Will negates; see text; Spell
Resistance yes
A touch from your hand, which glows with blue energy, disrupts the life
force of living creatures. Each touch channels negative energy that deals
1d6 points of damage. The touched creature also takes 1 point of
Strength damage unless it makes a successful Fortitude saving throw.
You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it
must make a successful Will saving throw or flee as if panicked for 1d4
rounds + 1 round per caster level.
Chill Touch Witch 1
School necromancy
Casting Time 1 action
Components V, S
Range touch
Target creature or creatures touched (up to one/level)
Duration instantaneous
Saving Throw DC 16 Fortitude partial or Will negates; see text; Spell
Resistance yes
A touch from your hand, which glows with blue energy, disrupts the life
force of living creatures. Each touch channels negative energy that deals
1d6 points of damage. The touched creature also takes 1 point of
Strength damage unless it makes a successful Fortitude saving throw.
You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it
must make a successful Will saving throw or flee as if panicked for 1d4
rounds + 1 round per caster level.
Long Arm Witch 1
School transmutation
Casting Time 1 action
Components V, S
Range personal
Target you
Duration 1 minute/level (D)
Your arms temporarily grow in length, increasing your reach with those
limbs by 5 feet.
Appears in: Advanced Class Guide
Mage Armor Witch 1
School conjuration (creation) [force]
Casting Time 1 action
Components V, S, F (a piece of cured leather)
Range touch
Target creature touched
Duration 1 hour/level (D)
Saving Throw Will negates (harmless); Spell Resistance no
An invisible but tangible field of force surrounds the subject of a mage
armor spell, providing a +4 armor bonus to AC. Unlike mundane armor,
mage armor entails no armor check penalty, arcane spell failure chance,
or speed reduction. Since mage armor is made of force, incorporeal
creatures can't bypass it the way they do normal armor.

Shocking Grasp Witch 1
School evocation / air elemental / metal elemental [electricity]
Casting Time 1 action
Components V, S
Range touch
Target creature or object touched
Duration instantaneous
Saving Throw none; Spell Resistance yes
Your successful melee touch attack deals 1d6 points of electricity
damage per caster level (maximum 5d6). When delivering the jolt, you
gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or
is carrying a metal weapon or is made of metal).
Cure Moderate Wounds Witch 2
School conjuration (healing)
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half (harmless); see text; Spell Resistance yes
(harmless); see text
This spell functions like cure light wounds, except that it cures 2d8
points of damage + 1 point per caster level (maximum +10).
Cure Light Wounds
When laying your hand upon a living creature, you channel positive
energy that cures 1d8 points of damage + 1 point per caster level
(maximum +5). Since undead are powered by negative energy, this spell
deals damage to them instead of curing their wounds. An undead creature
can apply spell resistance, and can attempt a Will save to take half
damage.
False Life Witch 2
School necromancy
Casting Time 1 action
Components V, S, M (a drop of blood)
Range personal
Target you
Duration 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to
avoid death. While this spell is in effect, you gain temporary hit points
equal to 1d10 + 1 per caster level (maximum +10).
Glitterdust Witch 2
School conjuration / earth elemental / metal elemental (creation)
Casting Time 1 action
Components V, S, M (ground mica)
Range medium (100 + 10 ft./level)
Area creatures and objects within 10-ft.-radius spread
Duration 1 round/level
Saving Throw DC 17 Will negates (blinding only); Spell Resistance no
A cloud of golden particles covers everyone and everything in the area,
causing creatures to become blinded and visibly outlining invisible things
for the duration of the spell. All within the area are covered by the dust,
which cannot be removed and continues to sparkle until it fades. Each
round at the end of their turn blinded creatures may attempt new saving
throws to end the blindness effect. Any creature covered by the dust takes
a -40 penalty on Stealth checks.
Molten Orb Witch 2
School evocation / earth elemental / fire elemental (earth, fire)
Casting Time 1 action
Components V, S
Range close (25 + 5 ft./2 levels)
Effect ranged attack
Duration instantaneous
Saving Throw none; Spell Resistance yes
You create a fist-sized, red-hot ball of molten metal that you
immediately hurl as a splash weapon. A direct hit deals 2d6 points of fire
damage. Every creature within 5 feet of where the ball hits takes 1d6
points of fire damage from the splash (Reflex half). Each of these
creatures takes an additional 1d6 points of fire damage on its turn for the
next 1d3 rounds, unless it is cooled off (with water, snow, or any effect
that deals 5 or more points of cold damage).
Appears in: Advanced Class Guide
See Invisibility Witch 2
School divination / void elemental
Casting Time 1 action
Components V, S, M (talc and powdered silver)
Range personal
Target you
Duration 10 min./level (D)
You can see any objects or beings that are invisible within your range
of vision, as well as any that are ethereal, as if they were normally visible.
Such creatures are visible to you as translucent shapes, allowing you
easily to discern the difference between visible, invisible, and ethereal
creatures. The spell does not reveal the method used to obtain invisibility.
It does not reveal illusions or enable you to see through opaque objects. It
does not reveal creatures who are simply hiding, concealed, or otherwise
hard to see.
See invisibility can be made permanent with a permanency spell.
Bestow Curse Witch 3
School necromancy
Casting Time 1 action
Components V, S
Range touch
Target creature touched
Duration permanent
Saving Throw DC 18 Will negates; Spell Resistance yes
You place a curse on the subject. Choose one of the following.
• - 6 decrease to an ability score (minimum 1).
• - 4 penalty on attack rolls, saves, ability checks, and skill checks.
• Each turn, the target has a 50% chance to act normally; otherwise, it
takes no action.
You may also invent your own curse, but it should be no more powerful
than those described above. The curse bestowed by this spell cannot be
dispelled, but it can be removed with a break enchantment, limited wish,
miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Lightning Bolt Witch 3
School evocation / air elemental / metal elemental [electricity]
Casting Time 1 action
Components V, S, M (fur and a glass rod)
Range 120 ft.
Area 120-ft. line
Duration instantaneous
Saving Throw DC 20 Reflex half; Spell Resistance yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips. The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell's range permits;

Screech Witch 3
School evocation [sonic]
Casting Time 1 action
Components V
Range 30 ft.
Area 30-ft.-radius spread centered on you
Duration instantaneous
Saving Throw DC 20 Fortitude negates; Spell Resistance yes
You emit a shrill, piercing shriek, startling those around you into dropping their guard. Enemies in the area must make a successful saving throw or immediately provoke attacks of opportunity from foes that threaten them. You and your allies are unaffected by your own screech.
Appears in: Advanced Player's Guide