| Amaya/Polaris |
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Because it's on my mind, and I think a class-specific selling point with very limited availability and lots of caveats should rival other focus cantrips and spells more.
[Cantrip]
Spirit Object: uses d6 for base and heightened damage dice instead of d4, as suggested in Deadmanwalking's homebrew, which I'm fond of and would be directly proposing additions to if they were finalized and the user were around at present. Also, has a Speed of 30 feet and can be cast with up to three actions to move up to three times, or use no more than one action to attack at any point.
Evil Eye: adds a success effect and extra condition. CS: unaffected. S: Frightened 1 but spell ends and condition reduces as normal. F: Immobilized for 1 round and Frightened 1. CF: Immobilized and Frightened 2.
The Escape action for this Immobilized effect can use a Will save instead of an unarmed attack or Acrobatics/Athletics check, because Immobilized is pretty darn powerful. (This may be too much power, regardless. Consider saving additions for heightened effect, removing either the success effect or Immobilized condition...and/or nerfing Dirge of Doom.)
Nudge Fate: no listed target or saving throw. After casting or sustaining, if an ally within 30 feet has a CF or F occur and a +1 status bonus would help, you can grant it retroactively. Alternatively, if an enemy in that range has a CS or S, you can retroactively bring it down with a -1 status penalty, which the enemy avoids on a successful Will save. Either way, the recipient is temporarily immune for 1 minute and you can't do so again until you sustain the spell. When the spell ends, you can't cast it again for 1 minute.
Stoke the Heart: also grants a +1 status bonus against emotion effects.
Shroud of Night: added outcomes. CS: unaffected. S: other creatures are concealed unless target has darkvision. F: as success but target needs greater darkvision. CF: target is blinded.
Disables light blindness in any outcome other than CS.
Discern Secrets: any checks made with the granted bonus aren't secret. If the target would normally be unable to try due to a stagnant situation, lack of info, failed check or other barrier, they still can, though only once per turn or after some time has passed.
Wilding Word: can also successfully target beasts, elementals, fey, and creatures that can use or are made from primal magic.
Clinging Ice: damage die is 1d6 rather than 1d4. CS: unaffected. S: half damage and -5 circumstance penalty to speed. F: full damage and -10. CF: double damage and -15.
[Lv 1]
Blood Ward: can designate any creature trait. Or, remove constructs and include humanoids and giants.
Cackle: loses the Hex trait. Can be taken in place of Phase Familiar at character creation, at which point Phase Familiar remains available with a Lv 1 feat that also adds a focus point.
Elemental Betrayal: when air or earth are chosen, also takes extra damage from electricity or acid (without the chosen trait) respectively.
Life Boost: no changes.
Needle of Vengeance: clarified to be only one save which determines the damage dealt for the duration.
Phase Familiar: the resistance and immunity to precision damage last until the end of your next turn.
Veil of Dreams: on CF, the penalty increases to -2 or -3 against sleep effects.
[Lv 3]
Deceiver's Cloak: the duration is sustained up to 1 hour.
Malicious Shadow: no changes.
Personal Blizzard: heightening is +2 and increases the cold damage and persistent cold damage by 1d6 (2d6 on crit). Doesn't count as magical snow for Murksight.
[Lv 5]
Curse of Death: no changes?
Glacial Heart: no changes. (Shame it's rare. )
Restorative Moment: the target also feels refreshed and recovers HP equal to their level. Modifiers to HP from resting affect this healing.
That's all. As usual, I spent too long on this. Won't be able to edit it because it's not in a Google Doc or whatever, but I'd still be interested to know what others think. It can always be refined and reposted, or people reading can just take and tweak what's there to suit Witches you want to give a boost to.