Witches

Controlling the chaotic forces of the Lower Realm, the witch uses this chaotic power to cast a multitude of curses upon those who have wronged her. She has an in-depth understanding of curses and souls, utilizing this knowledge to bestow misfortune or in rarer instances perform minor miracles such as healing wounds. Ostracized, the witch roams secluded forests, remaining hidden for those who would wish to execute her.

Witches are considered spellcasters and must have some basic knowledge of magecraft in-order to harness their iconic chaotic power. As such, becoming a witch requires the character to be comply with the following:

* The character must be a Female.

* The character must be able to cast at least 3rd-Level Spells.

* The character must possess the Occult Practitioner Feat.

**Witchcraft**

Chaos corrupts and taints all. Even those capable of ‘controlling’ it are mere puppets in the grand scheme of things. The Caster Level of all spells the character had prior to becoming a witch are increased to +10 its current value. Furthermore, the character’s spells deal additional damage in the form of negative energy, bestowing 1d2 negative levels on the target per witch rank (5th Level would be considered Rank 1, 10th Level for Rank 2, etc). Abilities gained from becoming a witch are cast through the character’s casting class of choice and benefits from the bonus of +10 to Caster Level.

**Master of Curses**

Somewhere down the path of controlling the chaotic forces of the Lower Realm, a witch will inevitably stumble upon curses. Some have sought out cursed power, while others gained it unwillingly. Witches are able to sense the presence of courses within 60ft + 10ft per curse level. Once a curse is identified, a witch can perform a Caster Level check to remove it. Witches can learn curses from the list below. Each curse consumes a spell-slot as indicated in its description.

* Curse of Misfortune - The witch selects a single target within her line of sight. This can be done with Arcane Eye and other spells of similar nature, once she can see them. The selected target fails at their next action. If the target is attempting a Check, Save, Attack Roll or Spellcasting, it fails at it, either missing its target or malfunctioning in some way. Casting this is considered a Standard Action and consumes a 3rd-Level Spell Slot. This can be casted before one of the stated actions occurs or as a response to an attempted action. In the latter case, Counter Feats are needed. The target can negate this with a successful Will Save.

* Curse of Petrification - For certain individuals, misfortune is too light of a punishment. In such cases witches are known for relying on another curse. The witch reforms the structure of her target’s form, turning flesh and bone to stone. Her target is petrified, becoming a statue frozen in time, an eternal prison for their victims' souls.  The witch can cast this upon a number of targets equal to her Caster Level/10. Casting this consumes a 6th-Level Spell Slot and is considered a Standard Action. The witch must be within 30ft of her target to attempt a petrification. The target can resist a successful Fortitude Save.

* Curse of Crippling Pain - For those who wish for their foes to suffer or merely enjoy inflicting pain onto others, this curse is for you. Anyone unfortunate enough to become the target of it will succumb to unimaginable pain surging through their body, preventing them from doing anything other than screaming out in agony. This functions as a 30ft + 5ft per CL dome shaped zone centered around the witch. Everyone inside this zone, except those the witch excludes from its effect, cannot attack, cast spells, perform tasks requiring concentration or do anything aside from screaming out in pain. A Will Save negates this, but each round a creature remains in this zone that save must be made again. Those who fail the save are under the curses’ influence for 2d3 rounds. To maintain this zone, the witch must expend a Standard Action each round she wishes for it to remain active. Casting this consumes a 5th-Level Spell Slot.

* Curse of Sensory Deprivation - A witch’s cursed power can be used to rob others of their senses. This is a single target spell, where the witch determines what sense the target loses. If the target has extra senses these can be stripped via this curse, however, the witch must be aware of it in-order to remove it. She need not have in-depth knowledge on it, but must understand the basics of how it works to do so. If a character becomes Blind or Deaf see the condition summary on the d20 site for the penalties of it. A character that loses their sense of touch has a 50% chance of failing Touch Attacks. Casting this is considered a Standard Action and consumes a 5th-Level Spell Slot.

In addition to the above curses, witches can develop and learn their own unique curses. To do so the character must have the Curse Creation Feat.

**Book of Shadows**

The Book of Shadows is a unique grimoire that witches can learn to create. This artifact is a powerful tool in a witch’s arsenal, enabling them to conjure up spells far stronger than normally possible. Each Book of Shadow is different, its appearance changing to something that reflects its owner. Once a witch has created her Book of Shadow she cannot possess another, even after her current one has been destroyed. This grimoire is binded to her and cannot be used by anyone else.

The Book of Shadows is able to store ⅓ HD number of spells. Upon receiving her Book of Shadows, the witch loses the ability to cast all spells not inscribed within it. She can still cast Innate Abilities as normal, but all other spells not within her Book of Shadows cannot be used. For those spells she chooses to inscribe in her Book of Shadows, the witch has no limit on the number of times she can cast them. However, she must expend a Move Action to find the spell before it can be casted. For Full-Round Action spells, she must first expend a Move Action to locate it within her grimoire, but cannot cast it until her following turn. Spells that consume a Standard Action can be casted on the same turn it is located. Witches cannot inscribe spells in their Book of Shadows that aren't learnt prior to acquiring the grimoire or that she is unable to learn.

If a witch’s Book of Shadows is destroyed, she goes back to her normal way of spell casting before she had acquired it. If the witch had spells inscribed in her Book of Shadows that weren’t known beforehand, she can add them to her spell list for her casting class, if she has unused slots on her spell list, otherwise she loses them.

**Binding Ritual**

The Binding Ritual enables a witch to imbue objects with the essence of another person or creature, allowing her to control their actions once the object is in her possession. Typically, this is done using a doll, but this can be performed on items such as rings or whatever else the character wishes to use. Binding someone to an object requires the witch to have DNA of that person. A strand of hair, vile of blood, etc. Performing the Ritual is a Full-Round Action, with no save. Once the person and object are bounded, the witch or anyone possessing the object can control the person bounded without limitations. If the object is ever destroyed, the witch’s control is undone.

**Herbalist**

Witches tend to have an extended collection of knowledge on various plants and their uses. As a witch, the character also possesses this knowledge and can create Potions, Salves, Incense and Tonics. These items can be imbued with spells from the Cleric Spell List. To create these items requires the witch to succeed on DC 40 Craft Check. The spell being imbued in the item has its spell level added to Craft Check DC. The DC for these magical items is equal to 10 + Character Level + Int Modifier + Spell Level.

**Pseudo Immortalis**

While within natural vegetated terrain (Forests, Jungle, etc), witches are able to syphon off the energy of their surroundings, preventing them from aging or dying of natural causes, diseases and poison. Witch’s treat half of the damage they receive while in natural terrain as non-lethal damage. If not in the presence of significant natural vegetation, such as being in cities, removes these immunities and causes her to age as normal.

**Magic Circles**

Magic Circles have a variety of uses, whether it is amplifying a spell or sealing something within an eternal coffin, these seals are the most versatile addition to any witch's arsenal.

* Hexagram - Magic Circles created with a Hexagram at their centre are used for binding creatures in place.  The circle appears below the target, trapping them within a barrier that surrounds them on all sides. The trapped creature is unable to leave and even spells such as Teleportation cannot facilitate their escape. The barrier is immune to damage on the inside, but can be damaged from the outside, through the use of magical abilities. To break it from the outside, requires a Caster Level check. Casting this is a Full-Round Action and this is considered a 7th-Level Spell. A successful Reflex Save allows the target to escape before the barrier is erected.

* Octagram - Magic Circles created with an Ocatagram at their center amplifies spells casted through them. This is Free Action, which can be performed once per turn. It is considered a 5th-Level Spell. The amplified spell exceeds the caster's maximum spell level and is casted at +10 of the user’s maximum spell level. It can be used in conjunction with Meta-Magic Feats.

* Pentagram - This Magic Circle steals the target’s soul from their body and traps it within a seal that can be placed wherever the user desires. Casting this is a Full-Round Action and this is considered a 7th-Level Spell. This is a single target spell, in which a successful Will Save negates it.

Witches are not limited to the above list and can create their own unique magic circles. Doing so requires the character to possess the Seal Creation Feat.