Almah Rovshki

.Morrigan's page

330 posts. Alias of Jenrah.


Classes/Levels

Init +5 | Perc +7/9 | AC 13 / T 13 / FF 10 | HP 17 /21 | Saves F +2 / R +3 / W +4

About .Morrigan

Morrigan (Serte)
Female Human (Kellid) Witch 1
LN Medium Humanoid (human)
Init +5; Senses Perception +7 / 9; AC 13
XP: 0
--------------------

Defense:

--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
CMD 14 11 Fl
hp 18 (1d6+7+1;3+1)
Fort+2*, Ref +3, Will +4
*Additional +5 Fort vs cold when wearing cold weather outfit*
**+2 saves vs death effects.

--------------------
Offense:

--------------------
Speed 30 ft.
CMB:+1
Melee:
Dagger +1 (1d4/19-20/x2)
Sickle +1 (1d6/x2)

Ranged:
Lgt Crossbow +4 (1d8 19-20/x2 80') 17/20 bolts, 20/20 Cold Iron Bolts

Special Attacks hexes (evil eye [dc 14]) (Cackle) (Healing)

Witch Spells Prepared (CL 1):
1 (3/day) Ear Piercing Scream 1/1, Mage Armor 1/1; Silent Image 1/1
0 (at will) Guidance, Detect Magic, Daze

spells known / stored:

Patron:Shadow

0 level All witch spells
Level 1:
Charm Person
Cure Light Wounds
Ear-Piercing Scream
Enlarge Person
Frostbite
Ill Omen
Mage Armor
Obscuring Mist
Silent Image (Shadow Patron)
Snowball
Peacebond

--------------------

Attributes:

--------------------
Str 10
Dex 16
Con 13
Int 19
Wis 12
Cha 12

Base Atk +1; CMB +1; CMD 14

--------------------

Feats and Traits:

Feats:
Extra Hex: Cackle
Tribal Scars (Night Hunt)
Forgotten Past (Story) (+2 Perception & incoming Mind-affecting effects last 1/2 duration)
Fey Foundling (Bonus) Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Spell Lore (Mythic). Choose one mythic spell (Mage Armor) at every new mythic tier.

Traits:
Highlander (Stealth) (Regional)
Wary of Danger (+2 Initiative) (Social)
Northern Ancestry (+1 Fort, 2 Cold Resist) (Bonus Campaign)

Skills :

Acrobatics +3
Appraise +4 (+7 w/ Raven)
Bluff +1
Climb +0
Diplomacy +1
Disguise +1
Esc. Artist +3
Fly +0
Heal +5 (1 Rank)
Intimidate +5 (1 Rank)
K(arcana) +8 (1 Rank)
K(Local) +8 (1 Rank)
K(nature) +8 (1 Rank)
K(Planes) +8 (1 Rank)
Perception +7 (2 Rank) (+9 w/ Familiar)
Ride +3
Sense Motive +1 (+3 w/ Familiar)
Spellcraft +9 (2 Rank)
Stealth +9 (2 Rank)
Survival +4 (1 Rank +6 to avoid becoming lost when using compass)
Use Magic Device +6 (2 Rank)

---------------------

Languages :

Aklo
Common
Dwarven
Elven
Hallit
Skald
Sylvan

SQ :
+3 to appraise checks, empathic link with familiar, patron spells (shadow), share spells with familiar

Mythic Abilities:

Mythic Tier: 1st
Mythic Power: 5 / day (3+ double Mythic Tier)

Hard to Kill Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.

Surge You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Archmage Abilities:

Wild Arcana: As a standard action, you can expend one use of mythic power to cast any one arcane spell without expending a prepared spell or spell slot. The spell must be on one of your arcane class spell lists, must be of a level that you can cast with that arcane spellcasting class, and must have a casting time of "1 standard action" (or less). You don’t need to have the spell prepared, nor does it need to be on your list of spells known. When casting a spell in this way, you treat your caster level as 2 levels higher for the purpose of any effect dependent on level. You can apply any metamagic feats you know to this spell, but its total adjusted level can’t be greater than that of the highest-level arcane spell you can cast from that spellcasting class.

Sensory Link: As a standard action, you can see and hear through your familiar's eyes and ears. While using this ability, you can't see or hear using your normal senses. You can speak through your familiar using any language you know, even if the familiar can't normally speak. You may end the link and restore your own senses as a standard action. While linked, you can expend one use of mythic power to cast a spell and have it originate from your familiar instead of you. You must have a familiar to select this ability.

Mythic Feats:
Spell Lore: Mage Armor

Gear :

Total Weight: 32 lbs
Backpack: 10 lbs
Belt pouch: 4 lbs

Other Gear
Carried:
Cold Weather Outfit, Dagger, Lgt Crossbow, Sickle, Backpack, Belt pouch, Compass, Hex Nail

Belt pouch:
Flint and Steel
Spell Components
Antitoxin (1)
Alchemist Fire (1)

Backpack
Blanket, winter, Candle (2), Chalk, Flint and steel, Scroll case (5 Parchment), Sewing needle & thread, Tindertwig (2), Trail rations (7), Sunrod (3) Twine 50 ft, Flask of oil x2

Scrolls
Web
Glitterdust
Mount
Unprepared Combatant

550 GP, 1 SP, 6 CP


--------------------
Special Abilities:

--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Antitoxin This substance counteracts a specific toxin. If you drink a vial of antitoxin, you gain a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.

Alchemical Power Component
Like antiplague, this substance can augment certain healing spells.
Neutralize Poison (M): Add +2 on your caster level check to neutralize poison on a target creature. Antitoxin has no effect when you cast the spell on an object.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (7 round(s)) (DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.

------------------------

Familiar:

Nemein
Male Raven
N Tiny Magical Beast ((animal))
Init +2; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 6 (1d8-1)
Fort +1, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 10 ft., flight (40 feet, average)
Melee Bite (Raven) +4 (1d3-4/x2)
Space 2 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Tricks Attack [Trick], Come [Trick], Fetch [Trick], Guard [Trick], Seek [Trick], Stay [Trick]
Skills Acrobatics +2 (-6 jump), Climb +2, Fly +6, Intimidate -1, Perception +9, Spellcraft -1, Stealth +14, Survival +3, Swim +2, Use Magic Device -1
Languages Common
SQ attack [trick], come [trick], fetch [trick], guard [trick], improved evasion, seek [trick], stay [trick]
Other Gear You have no money!
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Come [Trick] The animal will come to you on command.
Fetch [Trick] The animal will get a specific object.
Flight (40 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.

-----------------------

Background story:

When I first awoke into this world as I am now, my memory tells me of a vague feeling of numb coldness, as if I were aware of someone else shivering, but not really feeling it myself personally. The next I remember is a fleeting impression of looking up; as if from lying on my back and staring up at the sky - glimpses of a pale, ghostly moon overhead, etched and framed by bare winter branches. The sensation of something skittering by next to my ear, then darkness as my eyes closed once more.
The next I awake it is with a sudden start, my throat closing as I claw for breath. Wide eyed, I look down to see the scorpion. It strikes. Searing pain, I can’t move. It is then that I hear the mournful cry of wolves in the distance, but drawing nearer.
It skitters across my chest, the curved tail of the scorpion brandished threateningly, or so I think. I feel its poison course through me like fire. I twitch, muscles long ago atrophied from the cold come to life. The wolves cry again. No, not wolves, much worse than mere wolves. And very near now. I scramble to my feet, the shadowy forest lurching and spinning dizzily around me. I take a step, then another. A third, and I am running. My clothes catch and are torn by clawing branches that reach for me. The scorpion grips me, claws digging into my shoulder for purchase. I pay it no heed now. Odd, that.
The shadowy hounds chase, drawing nearer, nipping at my heels. One of the beastly creatures lunges for me, teeth bared and reaching for my throat. I scream, falling backwards, tripping on something in the dark. The beast lunges, jaws reaching when suddenly, everything goes still. Not a sound, not even the wind. The beast hangs suspended in midair, its fangs gleaming in the moonlight. Just as suddenly, the beast ‘poofs’, drifting apart as if mist dispersed in an instant by the sun. I feel laughter, amusement. I can’t tell if it is someone nearby that I hear or if it is my own laughter, echoing within a mind overwrought.
“You are not done as yet, Morrigan.” The voice is deep, resonant. I frown. That is not my name. I open my mouth to say as much, frown again. I can’t remember my name – I can’t remember anything. My throat goes dry.
“Go, you cannot stay here. Your moment is passing and soon gone.” The voice commands, and then it also is gone, like time past. I feel suddenly empty. My knees are wobbly. Who am I? I wonder, a moment of panic gripping me. Movement grabs my attention. A flutter of wings as a crow stares down at me from a branch above. Dark wings, dark words. The phrase leaps into my mind from I know not where – an echo of a forgotten past. It is the only thing moving now in the dark night. It… and me. The crow opens his beak and croaks. “Mooor!” I blink, staring at him. He cocks his head to the side in the manner of birds, his eye unnaturally upon me. “Mooor – a pause – eeKan!!” I run, fleeing as the crow mocks me, his raucous croaks pursue me into the night. “Moooreekhan Moooreeegan… Mooorighan…. Morrrigan!!”
******
Serte - Morrigan now - was born to a nomadic Kellid household in the Realm of the Mammoth Lords. Her childhood was much as one would expect of that people. Her father was a hunter of the tribe, her mother a herbs-woman.
When she was thirteen or fourteen, her clan was traveling perhaps too close to the border of Irrisen, for her ‘caravan’ was beset upon by shadow fey. Serte was separated from the others, chased by the fey hounds, and became lost in the events described above. Lost in more than one way, for she has no recollection of who she was before the mysterious ‘voice’ interceded(?) on her behalf. The first conscious memories she has is that of waking in the forest. She has an awareness that there was a life before, but of that life, there is nothing, live voids in her mind. However, sometimes she will just happen to –know- things without knowing how she knows them - random bits of knowledge that will pop into her mind, when she doesn't concentrate too hard. She gets dreams, often nightmares, but also sometimes images, feelings, impressions that skim the surface of what might have been, but they thus far have skittered away as she tried to focus on them.
Since that fateful night, Morrigan has wandered the lands, her journeys taking her generally southward. Luck would cross her path with a Varisian sorceress named Vadoma who would help the young Morrigan learn to control her magic. When she could learn little more, Morrigans wanderlust would take hold again, and she headed south once more, eventually reaching the town of Heldren.

Goals & Fears:

Goals:
1. Morrigan has never lost her family’s affinity for Desna. She shares the deity’s affinity for travel and exploration. She also both desires and fears to discover the secrets of her past. She knows the scars and tribal markings dotting her body are a clue to her past, but she is torn as to whether to actively seek out the answers a part of her wants to know. Of late, she has been itching to move on with her journeys and has been toying with the idea of returning to the north – a journey that could take months and give her time to consider her next move.
2. In the long term, Morrigan desires to acquire knowledge and power. She recognizes that the two often go hand in hand. She seeks both, though her goals and reasons are mostly benign. Her desire for power is more as a means to make herself feel safe in a world often the opposite, rather than from a desire to harm or rule over others.

Fears:

1. While she desires to discover the secrets of her past, Morrigan also fears doing so – a fear of disappointment in what she discovers mixed with a fear of never being able to make that discovery. Not to mention the possibility that her family (she must have had one!) might either no longer be alive, or might not welcome her if they knew who -and what- she had become. Though she does not remember them, she fears that such a result would be crushing.

2. Somewhat along the same lines, she fears never finding a place to call ‘home’ or true acceptance among others. A part of her fears being alone in the long-term as a result of the hand fate has dealt her. As a result she strives to always make herself useful and to carry her weight, and her loyalty to a friend once earned is practically unshakable.

3. Morrigan fears the night and more specifically the nightmares of the past it sometimes bring. She senses a power behind them – one that she can neither understand or control.

Allies and Enemies:

Allies
Eugine and Vadoma Alikhan – A Varisian couple with whom Morrigan traveled for a while after leaving the far North. Her time with the gypsy couple was the closest thing to home Morrigan can remember. Vadoma, a Harrow and adept in the arcane, helped her learn to control her blossoming arcane talents. Eugine helped fill the role of father figure for the teenage girl.

Neutral and Acquaintances

“The Voice” – it has not made itself known since that fateful night, and what he might be is as much a mystery as everything else. A god? A spirit or ghost from her past? Or another of the denizens of the shadowy fey realm? Is it ally, enemy, or simply uninterested? Only he can say.

Enemies

Unbeknownst to Morrigan, the witches of Irrissen (Specifically one named Lydillia Vortan) were behind the attack on her tribe’s caravan all those years ago. In her divinations, Lydilia had foreseen that Serte could become a potential threat to her designs and machinations. Thus it was that Serte was culled from the ‘herd’ during the attack and chased by the shadowhounds, only to have the mysterious presence intercede. Ironically, it may well have been this event that set Serte on Morrigan’s path, developing the power that could become the threat foretold. Recently, Lydilia has discovered that Morrigan yet lives, and has tasked a pair of assassins / bounty hunters to track her down. The first is a half-orc / half Jadwinga named Najir. Bulky and strong, Najir bears the scars of many battles and carries many cruel looking weapons. He is cold and calculating and will track anything for anyone, so long as they are paying. The second is Sedra Kalhal. Where Najir is brutish and dirty, Sedra is elegant and beautiful, and more practiced in negotiating social circles. Because of this, she is able to operate easily in circles Najir would have trouble negotiating.

Additional:
Morrigan has been staying in the village of Heldren for the past month or two and rents a hut on the outskirts of town. She has a passing familiarity with many of the townsfolk and has begun forming a friendship with the apothecary and is becoming a familiar sight at the Silver Stoat.

-------------------

Hex Descriptions:

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): 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.

Cackle (Su): 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.

Healing (Su): A witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level. Once a creature has benefited from the healing hex, it cannot benefit from it again for 24 hours.

At 5th level, this hex acts like cure moderate wounds.

-------------------
Spell Descriptions:
-------------------

0 level spells:

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
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
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Save: DC 14 Will negates
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]
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
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]
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 14 Will negates
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
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
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
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
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
Components: V, S
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Save: Will negates (harmless)
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]
Components: V, M/DF (a firefly)
Casting Time : 1 action
Range: Touch
Target: Object touched
Duration: 10 min./level
Save: None
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
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)
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]
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
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.

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 14 Will negates (object)
Resistance: Yes (object)
This spell causes otherwise edible food to rot and spoil instantly,
and water and other liquids to become brackish and undrinkable. Holy
water and similar food and drink of significance are spoiled by putrefy
food and drink, but the spell has no effect on creatures of any type,
nor upon unholy water. Water weighs about 8 pounds per gallon. One
cubic foot of water contains roughly 8 gallons and weighs about 60
pounds.
Although potions and elixirs are unaffected by the normal use of the
spell, you can instead choose to target a single such object with this
spell, destroying it if it fails a saving throw.
Appears In : Advanced Player's Guide

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
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
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)
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.

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 14 Fortitude negates (object)
Resistance: Yes (object)
You can make an unattended Fine flammable object catch on fire.
This works as if you were using flint and steel except that you can use
spark in any sort of weather and it takes much less time to actually
ignite an object.
Appears In : Advanced Player's Guide

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)
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
Components: V, S, M (a drop of sweat)
Casting Time : 1 action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Save: DC 14 Fortitude negates
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.

Level 1 Spells:

Charm Person
School enchantment (charm) [mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one humanoid creature
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target's attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.

The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn't ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person's language to communicate your commands, or else be good at pantomiming.

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
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.

Ear-Piercing Scream Witch 1
School: Evocation [Sonic]
Components: V, S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: one creature
Duration: Instantaneous; see text
Save: DC 15 Fortitude partial (see text)
Resistance: Yes
You unleash a powerful scream, inaudible to all but a single target.
The target is dazed for 1 round and takes 1d6 points of sonic damage
per two caster levels (maximum 5d6). A successful save negates the
daze effect and halves the damage.
Appears In : Ultimate Magic

Enlarge Person Witch 1
School: Transmutation
Components: V, S, M (powdered iron)
Casting Time : 1 round
Range: Close (25 + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Save: DC 15 Fortitude negates
Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling
its height and multiplying its weight by 8. This increase changes the
creature's size category to the next larger one. The target gains a +2
size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of
1), and a -1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of
10 feet and a natural reach of 10 feet. This spell does not change the
target's speed. If insufficient room is available for the desired growth,
the creature attains the maximum possible size and may make a
Strength check (using its increased Strength) to burst any enclosures in
the process. If it fails, it is constrained without harm by the materials
enclosing it - the spell cannot be used to crush a creature by
increasing its size. All equipment worn or carried by a creature is
similarly enlarged by the spell. Melee weapons affected by this spell
deal more damage (see page 145). Other magical properties are not
affected by this spell. Any enlarged item that leaves an enlarged
creature's possession (including a projectile or thrown weapon)
instantly returns to its normal size. This means that thrown and
projectile weapons deal their normal damage. Magical properties of
enlarged items are not increased by this spell. Multiple magical effects
that increase size do not stack.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.

Frostbite
School transmutation [cold]; witch 1
Casting Time 1 standard action
Components V, S
EFFECT"
Range touch
Targets creature touched
Duration instantaneous
Saving Throw none; Spell Resistance yes

DESCRIPTION
Your melee touch attack deals 1d6 points of nonlethal cold damage + 1 point per level, and the target is fatigued. The fatigued condition ends when the target recovers from the nonlethal damage. This spell cannot make a creature exhausted even if it is already fatigued. You can use this melee touch attack up to one time per level.

Ill Omen
School enchantment (compulsion) [curse, mind-affecting]; Level witch 1
Casting Time 1 standard action
Components V, S, M (hair from a black cat)

EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature
Duration 1 round/level or until discharged
Saving Throw none; Spell Resistance yes

DESCRIPTION
You afflict the target with bad luck. On the next d20 roll the target makes, it must roll twice and take the less favorable result. For every five caster levels you have, the target must roll twice on an additional d20 roll (to a maximum of five rolls at 20th level).

A target who can speak and has at least one free hand and who is aware of the spell and its effects (such as from a Spellcraft check to identify the spell as it is cast) can negate one reroll by spending a move action to utter a brief prayer or good luck charm to appease the spirits of ill fortune.

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
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.

Obscuring Mist Witch 1
School: Conjuration / Water Elemental (Creation)
Components: V, S
Casting Time : 1 action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level (D)
Save: None
Resistance: No
A misty vapor arises around you. It is stationary. The vapor
obscures all sight, including darkvision, beyond 5 feet. A creature 5
feet away has concealment (attacks have a 20% miss chance).
Creatures farther away have total concealment (50% miss chance,
and the attacker cannot use sight to locate the target). A moderate
wind (11+ mph), such as from a gust of wind spell, disperses the fog
in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A
fireball, flame strike, or similar spell burns away the fog in the
explosive or fiery spell's area. A wall of fire burns away the fog in the
area into which it deals damage. This spell does not function
underwater.

Peacebond Witch 1
School: Abjuration
Components: S
Casting Time : 1 action
Range: Close (25 + 5 ft./2 levels)
Target: One sheathed or slung weapon
Duration: 1 minute/level
Save: DC 15 Will negates (object)
Resistance: Yes (object)
You lock a weapon in place on its owner's body, or within the
weapon's sheath or holster. Anyone who then tries to draw the
weapon must spend a standard action and succeed at a Strength
check (DC equal to the saving throw DC) to do so, provoking attacks
of opportunity whether the attempt succeeds or fails.
Appears In : Ultimate Combat

Silent Image
School illusion (figment); Level bard 1, magus 1, sorcerer/wizard 1 (Shadow Patron)
Casting Time 1 standard action
Components V, S, F (a bit of fleece)

EFFECT
Range long (400 ft. + 40 ft./level)
Effect visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration concentration
Saving Throw Will disbelief (if interacted with); Spell Resistance no

DESCRIPTION
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.

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 15 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.
Appears In : People of the North, Reign of Winter