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呪術 Hexes


快方(超常)/Ameliorating 出典:Healer's Handbook 16ページ:ウィッチはクリーチャー1体に接触し、不利な状態を抑制したり、それらから保護したりできる。この呪術を使用するたびに、ウィッチは目が眩んだ状態、疲労状態、怯え状態、不調状態のいずれか1つを選択する。目標が選択した状態にあるか、後からその状態になった場合、ウィッチ・レベルに等しい分数の間、その状態は抑制される。
 あるいはウィッチは、これらの状態から任意に2つを選び、それらを引き起こす効果に対するセーヴィング・スローに+4の状況ボーナスを24時間の間、目標に与えることもできる。一度この呪術の利益を受けたクリーチャーは、以降24時間、この呪術の利益を再び受けることができない。

浄化のオーラ(超常)/Aura of Purity 出典:Champions of Purity 27ページ:ウィッチのオーラは周囲の空気を浄化する。ウィッチを中心とする半径10フィートのオーラ内では、病気、吸入毒、スティンキング・クラウドなどの有害な気体の効果が無効化される。この能力は1日にウィッチ・レベルに等しい分数だけ使用できる。この持続時間は連続している必要はないが、1分単位で消費しなければならない。ただし、呪文レベルがウィッチのクラス・レベルの半分を超える呪文によって生じた効果には作用しない。

戦闘催眠(超常)/Combat Hypnosis 出典:Heroes of Golarion 15ページ:ウィッチは戦闘の混乱のさなかであっても、敵を催眠状態へと誘うことができる。この呪術はヒプノティズムと同様に機能するが、一度に影響を与えられるのはクリーチャー1体のみであり、目標は戦闘中であることによる通常のセーヴィング・スローへの+2のボーナスを得られない。セーヴの成否にかかわらず、そのクリーチャーは以降1日間、この呪術の目標にならない。

凝固(超常)/Congeal 出典:People of the Wastes 21ページ:ウィッチは1分間、自身を中心とする半径10フィート以内の水を泥状で粘り気のあるものに変えることができる。この水域はウィッチ自身を除く、泳いでいるすべてのクリーチャーにとって移動困難な地形として機能する。また、この範囲を通過する物理的な効果に対して部分遮蔽を与える。

傷の呪い/Cursed Wound 出典:Blood of the Moon 15ページ:ウィッチは生きているクリーチャー1体を呪い、その傷が完全に癒えるのを妨げる。3+ウィッチの〖知力〗修正値に等しい日数(最低1日)の間、犠牲者が召喚術(治癒)の呪文または魔法的な治癒効果の目標になるたびに、その治癒効果の術者は術者レベル判定(DC=11+ウィッチ・レベル)に成功しなければ、この呪術を終了させられない。
 この判定に失敗した場合、治癒効果は通常どおり機能するが、犠牲者が受けたダメージの最後の10ポイントを回復することはできない。同様に、自然治癒、高速治癒、再生も、この最後の10ポイントのダメージを回復できない。したがって、犠牲者の実質的な最大ヒット・ポイントは通常より10ポイント低くなる。意志セーヴに成功すると、この呪術の持続時間は1ラウンドに短縮される。
 5レベルの時点で、この呪術の犠牲者は、負傷によって病気や毒に冒されるのを避けるための頑健セーヴに-2のペナルティを受ける。これは呪い効果であり、リムーヴ・カースによって除去できる。

闇の薬師(変則)/Dark Apothecary 出典:Heroes of Golarion 15ページ:古代イブリドスのウィッチたちは薬草学の達人であり、強力な薬物や毒を作り出していた。ウィッチは毒の作成および塗布に関する判定に+4の洞察ボーナスを得る。

死の呼び声(超常)/Deathcall 出典:Qadira, Jewel of the East 15ページ:ウィッチの存在は、傷ついた敵に死をもたらしやすくする。ウィッチから120フィート以内にいるクリーチャーは、瀕死状態から容態安定化するための判定に-1のペナルティを受ける。8レベルの時点でこのペナルティは-2に、16レベルの時点で-3になる。

不和/Discord 出典:Magical Marketplace 28ページ:ウィッチは30フィート以内の動物または人型生物1体に、視線の通る別のクリーチャーへの不信感を抱かせることができる。目標のそのクリーチャーに対する態度は1段階悪化する。意志セーヴに成功すればこの効果を無効化できる。この効果はウィッチの〖知力〗修正値に等しいラウンド数だけ持続し、魔女笑いの呪術によって持続時間を延長できる。セーヴの成否にかかわらず、そのクリーチャーは以降1日間、この呪術の目標にならない。
 8レベルの時点で、この効果は目標の態度を2段階悪化させる。これは[精神作用](魅惑)効果である。

結びつきの妨害(超常)/Disrupt Connection {出典:ウィッチは30フィート以内にいる招来されたクリーチャーと、その主人との結び付きを妨害する。招来されたクリーチャーは意志セーヴに成功しなければ、1d4ラウンドの間、混乱状態になる。
 この効果によって混乱状態になっている間、各ラウンドの混乱による行動を決定するパーセンテージ・ダイスの結果が76~100だった場合、対象は代わりにウィッチ自身に招来されたかのように行動する(ウィッチの敵を攻撃する、あるいはウィッチが意思を伝えられるその他の作業を行う)。8レベルの時点で、このように行動する出目は51~100となり、16レベルの時点で26~100となる。魔女笑いの呪術は、この呪術の持続時間を1ラウンド延長する。一度この呪術の目標になったクリーチャーは、以降24時間、この呪術に対する完全耐性を得る。

散逸(超常)/Distraction 出典:Heroes of the High Court 9ページ:ウィッチは30フィート以内のクリーチャー1体に幻覚による妨害を引き起こし、1ラウンドの間、そのクリーチャーが呪文を発動しようとしたり、擬似呪文能力を使用しようとしたりするたびに気を散らせることができる。そのクリーチャーはこれらを試みるたびに、精神集中判定(DC=15+呪文レベルの2倍)に成功しなければ呪文を失う。意志セーヴに成功すればこの呪術を無効化できる。8レベルおよび16レベルの時点で、この呪術の持続時間はそれぞれ1ラウンド延長される。
 セーヴの成否にかかわらず、そのクリーチャーは以降1日間、この呪術の目標にならない。魔女笑いなど、不運の呪術に作用する呪術は、この幻覚による妨害にも作用する。

浮蓮(超常)/Floating Lotus 出典:Wilderness Origins 16ページ:ウィッチは自身の傍らに浮かぶ大きな蓮の花を出現させることができる。この能力は1日にウィッチ・レベルに等しい分数だけ使用できる。この時間は連続している必要はないが、1分単位で消費しなければならない。蓮が存在する間、ウィッチはウォーター・ウォークの効果を受けているかのように、蓮を使って水面を渡ることができる。
 また、ウィッチはこの花を利用して短時間の飛翔を行い、高跳びおよび幅跳びを試みる際の〈軽業〉判定に+10の強化ボーナスを得る。このボーナスは5レベルの時点でさらに10、9レベルの時点でもさらに10増加する。

消耗の贈答(超常)/Gift of Consumption 出典:Potions and Poisons 10ページ:ウィッチはクリーチャー1体を呪い、自身の生命力に作用する効果を分かち合わせる。ウィッチが頑健セーヴを要求する効果にさらされるたびに、割り込みアクションとして、30フィート以内のクリーチャー1体にその効果を共有させる呪いをかけることができる。呪われたクリーチャーもウィッチと同じDCで頑健セーヴを試みなければならず、失敗するとウィッチと同じ効果を受ける。
 セーヴの成否にかかわらず、そのクリーチャーは以降1日間、この呪術の目標にならない。この呪術は、ファンタズマル・キラーなど、頑健以外の種類のセーヴィング・スローも要求する効果には機能しない。

上級消耗の贈答(超常)/Greater Gift of Consumption 出典:Potions and Poisons 10ページ:ウィッチは消耗の贈答の呪術で選んだ身代わりのクリーチャーへ、効果をより確実に転嫁できる。ウィッチが身代わりへ転嫁した効果に対する頑健セーヴに成功した場合、呪われたクリーチャーは、その転嫁された効果に対する頑健セーヴに-4のペナルティを受ける。
 ウィッチが頑健セーヴに失敗した場合、あるいは毒を飲むなどして頑健セーヴを要求する効果に意図的に身をさらした場合、ウィッチはその効果を呪われたクリーチャーだけに作用するよう転嫁できる。ただし、呪われたクリーチャーはその効果に抵抗するためのセーヴィング・スローを試みることができる。この方法で効果を別のクリーチャーに転嫁したなら、そのクリーチャーは以降24時間、消耗の贈答の呪術の影響を受けない。ウィッチはこの呪術を選択するために、消耗の贈答の呪術を修得していなければならない。

伝言花(超常)/Heralding Bloom 出典:Wilderness Origins 16ページ:ウィッチは30フィート以内の植物1つに伝言を広めるよう命じることができる。伝言は25語以内で、ウィッチが話せる言語でなければならない。この伝言に呪文の音声要素、合言葉、その他の魔法的な効果を含めることはできない。知性のある植物が目標になった場合、意志セーヴに成功すればこの効果を無効化できる。
 セーヴに失敗した植物は、聞き取れる声でこの伝言を「話す」よう魔法的に強制される。呪術をかけてから24時間が経過するまで、まだ伝言を聞かせていない知性のあるクリーチャーが1体以上その範囲内に入るたびに、植物は伝言を繰り返す。この呪術によって植物の知性が特別に高まることはなく、通常なら伝言に使われた言語を理解できない植物が、その内容を理解できるようになることもない。また、通常は取らない行動を、ほかに強制されることもない。ウィッチが同時に維持できる伝言花の数は、ウィッチ・レベル+【魅力】修正値に等しい。

氷草(超常)/Iceplant 出典:Wilderness Origins 17ページ:この呪術はウィッチとその使い魔に+2の外皮ボーナスと、エンデュア・エレメンツ呪文の継続的な効果を与える。この効果により、ウィッチの皮膚は触れると厚く硬いものになる。

レーシー召喚(超常)/Leshy Summoning 出典:Wilderness Origins 17ページ:ウィッチはレーシーを育成する目的において、植物クリーチャーとして扱える。また、サモン・モンスターI、II、III、IV、Vで招来できるクリーチャーの一覧に、それぞれリーフ・レーシー、ゴーウド・レーシー、ファンガス・レーシー、シーウィード・レーシー、ロータス・レーシーを追加する。

初級予言(超常)/Minor Prophecy 出典:出典:Heroes of Golarion 15ページ:ウィッチは予言者であった祖先の力を借り、オーギュリイ呪文を1日に1回発動できる。ウィッチはこの呪文の発動に丸1時間を費やすことで物質要素を不要にできるが、その場合、呪文の正確さは5%低下する。

母の目(超常)/Mother's Eye 出典:Legacy of the First World 17ページ:ウィッチは1日にウィッチ・レベルに等しい分数だけ、モンスターの共通特殊能力であるグリーンサイト(greensight、『Pathfinder RPG Bestiary 4』295ページ)と同様に、植物体を透かして見ることができる。この時間は連続している必要はないが、1分単位で消費しなければならない。

霧眼(超常)/Murksight 出典:People of the Wastes 21ページ:ウィッチは自然の霧、靄、雨をペナルティなしで見通すことができ、これらによる視認困難の利益を無視する。効果が魔法によって生み出されたものである場合、ウィッチは15フィート先までペナルティなしで見通すことができるが、それより先には通常のペナルティと効果が適用される。この能力は水中でも機能し、濁った水を澄んだ水であるかのように見通すことができる。ただし、不可視状態のクリーチャーなど、通常なら見えないものを見られるようにはならない。

平和(超常)/Peacebond 出典:Champions of Purity 27ページ:ウィッチはクリーチャー1体にこの呪術を使用し、ウィッチ・レベルに等しいラウンド数の間、武器を抜くことを妨げられる。この呪術は肉体武器や、すでに手に持っている武器には効果を及ぼさないが、射手が矢を取り出すことも妨げる。意志セーヴに成功すればこの効果を無効化できる。セーヴの成否にかかわらず、そのクリーチャーは以降1日間、この呪術の目標にならない。

毒の接触(変則)/Poison Touch 出典:Potions and Poisons 10ページ:ウィッチは自分自身、または30フィート以内にいる味方1体の爪に毒を宿らせる。影響を受けたクリーチャーは、1d3ポイントのダメージ(小型の場合は1d2ポイント)を与える二次的肉体攻撃としての爪攻撃を得る。この爪攻撃には、以下の毒の能力が付随する。
 ウィッチの毒素:爪・致傷型;セーヴ 頑健・DC=10+ウィッチ・レベルの1/2+ウィッチの【知力】修正値;頻度 1/ラウンド(6ラウンド間);効果 1d2【筋】ダメージ;治癒 セーヴ1回。
 この爪攻撃はウィッチ・レベルに等しい分数だけ持続する。目標がすでに爪攻撃を持っている場合、その爪攻撃は上記の毒能力を得るが、毒のDCは1高くなる。一度この呪術の利益を受けたクリーチャーは、以降24時間、その利益を再び受けることができない。

水質汚染(超常)/Pollute Water 出典:People of the Wastes 21ページ:ウィッチは不浄なエネルギーによって水域を汚染できる。これは荒廃の呪術と同様に機能するが、影響を与えられるのは溜まった水の範囲、または水棲か水の副種別を持つクリーチャーに限られる。汚染された範囲の水を飲んだクリーチャーは、種別にかかわらず頑健セーヴに成功しなければ、1d3ラウンドの間、吐き気がする状態になるとともに、荒廃の呪術による荒廃の呪いを受けたかのように呪われる。このセーヴに成功したクリーチャーは、以降24時間、その範囲の汚染された水の効果に対する完全耐性を得る。汚染された水を飲んでも渇きを癒すことはできない。

汚染の一瞥(超常)/Polluting Glance 出典:People of the Wastes 21ページ:ウィッチは一瞥するだけで、錬金術による治療薬などの魔法のかかっていない液体のアイテムを汚染できる。ウィッチは視認できる30フィート以内の液体のアイテム1つを選び、その内容物を水の汚染の呪術による汚染水へと変えることができる。ウィッチが同時に維持できる汚染の一瞥の数は、【知力】ボーナスに等しい(最低1)。
 ウィッチはこの呪術を選択するために、水質汚染の呪術を修得していなければならない。

護りの幸運(超常)/Protective Luck 出典:Heroes of the High Court 9ページ:ウィッチは運命をねじ曲げ、30フィート以内のクリーチャー1体を1ラウンドの間守ることができる。そのクリーチャーが武器攻撃を含む、攻撃ロールを要する効果の目標になるたびに、攻撃者は2回ロールし、悪い方の結果を使用しなければならない。8レベルおよび16レベルの時点で、この呪術の持続時間はそれぞれ1ラウンド延長される。ウィッチはこの能力を自分自身には使用できない。魔女笑いなど、幸運の呪術に作用する呪術は、この護りの幸運にも作用する。

誘惑(超常)/Seduction 出典:Legacy of the First World 17ページ:ウィッチは人を惹きつける動作によって、自身を見ることのできる60フィート以内のクリーチャー1体を恍惚状態にする。意志セーヴに成功すればこの効果を無効化できる。目標がウィッチに性的な魅力を感じている(または感じる可能性がある)場合、このセーヴのDCは2増加する。
 この効果は1ラウンド持続するが、ウィッチは標準アクションを費やして人を惹きつける動作を続けることで、持続時間をさらに1ラウンド延長できる(合計の持続時間は最大でウィッチのクラス・レベルに等しいラウンド数)。セーヴの成否にかかわらず、その目標は以降1日間、この能力の目標にならない。8レベルの時点で、ウィッチが維持のための標準アクションを行わなくなった後も、恍惚状態はさらに2ラウンド持続する。これは[精神作用](魅惑)効果である。

沈下(超常)/Sink 出典:People of the Wastes 21ページ:ウィッチは水中にいるクリーチャー1体をもがき苦しませ、1分間、その〈水泳〉判定に-4のペナルティを与え、水泳移動速度を持つ場合はその速度を10フィート減少させることができる。頑健セーヴに成功した場合、持続時間は1ラウンドに短縮される。この呪術の持続時間は魔女笑いの呪術によって延長できる。この呪術の効果は自身とは累積しない。

預言者(超常)/Soothsayer 出典:The Harrow Handbook 15ページ:ウィッチの予言は自ら実現するものとなる。ウィッチが邪眼、幸運、不運、または上級呪術の応報を使用する際、その効果の発現を遅らせることを選択できる。その場合、目標がその呪術によって影響を受け得るロール(能力値判定、攻撃ロール、セーヴィング・スロー、技能判定など)を次に行ったとき、あるいはその呪術によって変化し得る行動の影響を次に受けたとき(たとえば呪術が目標のACに作用する場合、その目標が攻撃されたとき)の、いずれか早い時点で呪術が発動する。ただし、戦闘外での行動と、失敗してもペナルティのない行動は無視する。
 呪術の持続時間は、それを発動させた行動が行われたラウンドから開始する。24時間以内に発動条件が満たされなかった場合、その呪術は無駄になる。

沼の手/Swamp's Grasp 出典:Blood of the Moon 15ページ:ウィッチは地面の一画を、絡みつく泥沼に変えることができる。90フィート以内にある、ウィッチ・レベルにつき1マスの10フィート四方の範囲が、3+ウィッチの【知力】修正値に等しいラウンド数の間、移動困難な地形になる。以前に使用したこの呪術の持続時間が終了する前に再び使用した場合、以前の効果は即座に終了する。

豚化/Swine 出典:Heroes of Golarion 15ページ:ウィッチは敵1体の姿を部分的に豚へと変えることができる。この変身の効果はほとんど外見上のものにとどまり、クリーチャーのサイズ分類や全体的な体形は変化しない。しかし、影響を受けたクリーチャーはウィッチの【知力】修正値に等しいラウンド数の間、意志セーヴに-2のペナルティを受ける(意志・無効)。8レベルの時点で、影響を受けたクリーチャーの手(または前足)は蹄に変わり、爪攻撃や、指を使う必要のあるあらゆるアクションを行えなくなる。

魔女の小瓶(超常)/Witch's Bottle 出典:Heroes of the Wild 11ページ:ウィッチは1日に1回、10分間の儀式を行い、自分が修得している呪術1つの力を込めたポーションを作成できる。このポーションを飲んだクリーチャーは、その作成者が呪術を使用したかのように、呪術の効果を受ける。ウィッチはこのポーションが飲まれるか、効力を失うまで、込めた呪術を使用できない。この方法でポーションにできるのは、ウィッチ以外のクリーチャーを目標にできる呪術だけである。
 ポーションは飲まれるか、ウィッチがフリー・アクションで効力を失わせるまで、その効力を保つ。ウィッチはこの呪術を選択するために、大鍋の呪術を修得していなければならない。


上級呪術 Major Hexes


Animal Skin/Animal Skin 出典:Blood of the Moon 15ページ:The witch can become any animal of a size from Tiny to Large whose skin she wears. This ability is similar to beast shape II, except she takes on the appearance of the specific individual from which the skin came.

Beast’s Gift(超常)/Beast’s Gift 出典:Heroes of Golarion 16ページ:The witch can use her magic to grant her allies ferocious animal abilities. The witch can partially transform a willing ally, granting him natural attacks for a number of minutes equal to the witch’s level. Choose one: the creature gains one bite attack that deals 1d8 points of damage and one secondary attack of the witch’s choice that deals 1d6 points of damage, or the creature gains two claw attacks that deal 1d4 points of damage each. These attacks follow the standard rules for natural attacks.

Delicious Fright/Delicious Fright 出典:Blood of the Moon 15ページ:The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Drugged(超常)/Drugged 出典:Heroes of Golarion 16ページ:The witch can combine her magic with her poisons to weaken her enemies’ minds. When the witch creates a poison, she can require the target of the poison to attempt a Will save rather than a Fortitude save. The witch must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison.

False Hospitality(超常)/False Hospitality 出典:Heroes of Golarion 16ページ:The witches of Iblydos are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A witch can use this hex to gain the benefits of glibness with a caster level equal to the witch’s level. This hex can be used once per day.

Harrowing Curse(超常)/Harrowing Curse 出典:The Harrow Handbook 15ページ:The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns. The target is affected as if by the spell bestow curse using the witch’s caster level, except that the witch can decrease only the ability score that corresponds to the suit of the card drawn. Whether or not the save is successful, a creature cannot be targeted by this hex more than once in 24 hours. At 15th level, this hex acts as a major curse spell (Pathfinder RPG Ultimate Magic 215). A witch with the cartomancer archetype can combine this hex with her spell deck’s deliver touch spell ability.

Major Ameliorating(超常)/Major Ameliorating 出典:Healer's Handbook 17ページ:The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Pariah(超常)/Pariah 出典:Magical Marketplace 28ページ:The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Intelligence modifier. Any other creature attempting to directly assist the target with a harmless spell or aid another action must attempt a Will save. If the save succeeds, the aiding creature is unaffected by this hex. If the save fails, the aiding creature can’t follow through, the action is lost, and the aiding creature can’t directly aid the target for the duration of this hex. This hex does not prevent the target from benefiting from area of effect spells.

Prophecy(超常)/Prophecy 出典:Heroes of Golarion 16ページ:The witch can call on her prophetic ancestors and cast divination once per day. She can spend a full hour casting the spell in place of providing the usual material components.

Regenerative Sinew(超常)/Regenerative Sinew 出典:Healer's Handbook 17ページ:The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly. The target either gains fast healing 5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). At 15th level, in addition to the chosen effect, the target’s severed body members, broken bones, and ruined organs grow back, as per regenerate. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Restless Slumber(超常)/Restless Slumber 出典:Potions and Poisons 10ページ:The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares. This functions as the slumber hex. Additionally, the restless nature of the sleep causes the creature to violently toss and turn, dealing 1d10 points of damage to itself each turn. This damage does not wake the creature. When it wakes, the creature’s addled state causes it to be confused for a number of rounds equal to half the witch’s level. The witch must have the slumber hex to select this hex.

Steal Voice(超常)/Steal Voice 出典:Dirty Tactics Toolbox 23ページ:(Tiefling Only) The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw negates this effect. If this hex is used upon a willing target, the duration lasts for a number of hours equal to the witch’s Intelligence bonus. Additionally, the witch can change her voice to match that of any creature whose voice she has stolen with this hex, as per vocal alteration (Pathfinder RPG Ultimate Magic 248).

Withering(超常)/Withering 出典:Potions and Poisons 10ページ:The witch causes a creature within 30 feet to age rapidly, empowering the witch in the process. The target ages to the next age category (adult to middle-aged, and so on). The witch gains a number of temporary hit points equal to 1d10 + her witch level and a +2 enhancement bonus to either Strength, Dexterity, or Constitution for a number of hours equal to her Intelligence modifier. These effects last for a number of hours equal to the witch’s level. A creature cannot be aged past venerable age by this hex, and it can attempt a Fortitude save to negate the effect altogether. Once a creature has successfully saved against the withering hex, it cannot be affected by it again.


大いなる呪術 Grand Hexes


Abominate(擬呪)/Abominate 出典:Magical Marketplace 28ページ:The witch transforms a creature within 30 feet into an aberration. This hex acts as baleful polymorph, except the target is transmuted into a Small, Medium, or Large aberration. The target’s abilities are modified as monstrous physique IV (see Pathfinder RPG Ultimate Magic). Whether or not its save is successful, a creature cannot be the target of this hex again for 1 day.

Animal Servant(超常)/Animal Servant 出典:Heroes of Golarion 16ページ:The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will. The transformation works as beast shape II and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the witch controls its mind. This effect functions as dominate monster, except the creature does not receive further saving throws to resist the hex. The effect can be removed only with wish or similar magic, although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Curse of Nonviolence(超常)/Curse of Nonviolence 出典:Champions of Purity 27ページ:The witch can curse a creature to prevent it from attacking innocents. If the target fails its Will save, it cannot take violent actions or do anything destructive against any creature with fewer Hit Dice than itself. If another creature takes hostile action against the cursed creature, the cursed creature can act normally in regard to that creature only. This is an abjuration effect. The curse is permanent but can be removed with a break enchantment, miracle, or wish spell. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Death Interrupted(超常)/Death Interrupted 出典:Healer's Handbook 17ページ:A witch with this grand hex can pluck a dead creature’s soul from the River of Souls and store it in her familiar for safekeeping and eventual resurrection. In order to use this ability, the witch must be adjacent to the target dead creature and her own familiar, and the ally’s soul must be free and willing to return at the witch’s behest. When the witch touches the creature’s remains (some small portion of the creature’s body must still exist, and it may have been dead for any amount of time), its soul enters the body of the witch’s familiar as per familiar meldingUM, as if the witch’s familiar were the target’s familiar. The creature’s soul can remain within the witch’s familiar for up to 1 hour per class level the witch has. During this time, the witch can telepathically communicate with the creature’s soul (though the soul cannot do anything else), and the witch can return the ally to life. Doing so is a standard action that returns the creature’s soul to its body, brings it back to life with a number of hit points equal to 5d8 + 1 hit point per the witch’s caster level. The witch must be within 300 feet of the creature’s body to return it to life. If a creature’s soul is in the witch’s familiar and this effect expires, or if the witch attempts to return the creature to life but is out of range, the creature remains dead. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Lay to Rest(擬呪)/Lay to Rest 出典:Champions of Purity 27ページ:The witch may target a single undead creature with this hex as if with an undeath to death spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

守護者 Patrons


オーロラ/Aurora 出典:Paths of the Righteous 31ページ:2レベルーカラー・スプレー、4レベルーヒプノティック・パターン、6レベルーウォール・オヴ・ノージアACG、8レベルーrレインボー・パターン、10レベルーブレイジング・レインボーACG、12レベループログラムド・イメージ、14レベループリズマティック・スプレー、16レベループリズマティック・ウォール、18レベルーポーラー・ミッドナイトUM。



運命/Fate 出典:Pathfinder #72: The Witch Queen's Revenge 75ページ:2レベルードゥーム、4レベルーアンティシペイト・ペリル、6レベルーヘルピング・ハンド、8レベルーブレッシング・オヴ・ファーヴァー、10レベルーグレーター・フォービド・アクション、12レベルーコンティンジェンシィ、14レベルージョルティング・ポーテント、16レベルーメイズ、18レベルーウィッシュ。

不吉/Jynx 出典:Blood of the Coven 17ページ:2レベルーイル・オーメン、4レベルーシャター、6レベルービストウ・カース、8レベルーリトリビューション、10レベルーマーク・オヴ・ジャスティス、12レベルーアイバイト、14レベルースペル・ターニング、16レベルーアンティパシー、18レベルーエナジー・ドレイン。

慈悲/Mercy 出典:Blood of the Coven 17ページ:2レベルーキュア・ライト・ウーンズ、4レベルーイーグルズ・スプレンダー、6レベルーリムーヴ・カース、8レベルーレストレーション、10レベルークレンズ、12レベルーヒーローズ・フィースト、14レベルーフォー・トゥ・フレンド、16レベルーユーフォリック・トランクィリティ、18レベルートゥルー・リザレクション。

山/Mountain 出典:Heroes of the Wild 13ページ:2レベルーストーン・フィスト、4レベルーストーン・コール、6レベルーストーン・シェイプ、8レベルースパイク・ストーンズ、10レベルーウォール・オヴ・ストーン、12レベルーフレッシュ・トゥ・ストーン、14レベルーストーン・テル、16レベルーリペル・メタル・オア・ストーン、18レベルークラッシング・ロックス。

平和/Peace 出典:Champions of Purity 27ページ:2レベルーサンクチュアリ、4レベルーカーム・エモーションズ、6レベルーウィンド・ウォール、8レベルーディスミサル、10レベルーセレニティ、12レベルーワード・オヴ・リコール、14レベルーフォースケージ、16レベルーユーフォリック・トランクィリティ、18レベルーアンティパシー。

植物/Plant 出典:Heroes of the Wild 11ページ:2レベルーエンタングル、4レベルーアクセラレイト・ポイズン、6レベルーリリィ・パッド・ストライド、8レベルーグロウヴ・オヴ・レスピット、10レベルーツリー・ストライド、12レベルーリペル・ウッド、14レベルーアニメイト・プランツ、16レベルーコントロール・プランツ、18レベルーシャンブラー。

保護/Protection 出典:Heroes of the High Court 9ページ:2レベルーサンクチュアリ、4レベルーレジスト・エナジー、6レベルーラスフル・マントルAPG、8レベルーストーンスキン、10レベルーインターポージング・ハンド、12レベルーフォービダンス、14レベルーグレーター・スペル・イミュニティ、16レベループリズマティック・ウォール、18レベルーフリーダム。

復帰/Recovery 出典:Healer's Handbook 16ページ:2レベルーリベレイティング・コマンドUC、4レベルーリムーヴ・パラリシス、6レベルーセイクリッド・ボンドAPG、8レベルーフリーダム・オヴ・ムーヴメント、10レベルークレンズAPG、12レベルーヒーローズ・フィースト、14レベルージョイフル・ラプチャーUM、16レベループロテクション・フロム・スペルズ、18レベルーマス・ヒール。

腐敗/Rot 出典:Blood of the Coven 17ページ:2レベルーディコンポーズ・コープス、4レベルーウォープ・ウッド、6レベルーファングル・インフェステイション、8レベルーフレッシュワーム・インフェステイション、10レベループレイグ・キャリア、12レベルーエピデミック、14レベルークリーピング・ドゥーム、16レベルーホリッド・ウィルティング、18レベルーカースド・アース。

嵐/Storms 出典:Heroes of the Wild 13ページ:2レベルーオブスキュアリング・ミスト、4レベルーフォッグ・クラウド、6レベルーコール・ライトニング、8レベルーアイス・ストーム、10レベルーコール・ライトニング・ストーム、12レベルーウィンド・ウォーク、14レベルーコントロール・ウェザー、16レベルーワールウィンド、18レベルーストーム・オヴ・ヴェンジャンス。

特殊な守護者 Unique Witch Patrons

出典 Blood of the Coven
 ウィッチの守護者は謎めいた存在であり、公正な心を持つこともあれば、悪意に満ちていることもある。その中には、シャーマンに呪文発動能力を授ける存在と同じような、半神や強力な霊もいる。また、アイオーンが顕現するのと同様に、定命の者たちの確信や、均衡を保つという根源的な必要性から生じた、宇宙的な力の顕現である場合もある。慈悲深い守護者は稀である――そのような存在は代理人よりも崇拝者を引きつけやすいためだ――が、守護者の大半は高尚な理念を持つ中立的な存在である。彼らは自らの必要とするものに関心や考え方が合致する者に秘術の力を分け与える。しかし、ウィッチがその大義から離れたり、力の代償を支払うことを拒んだりすれば、守護者はその術者から力を取り上げて去っていく。一方、邪悪な守護者とウィッチの関係は、より長続きする傾向がある。彼らはウィッチの精神を操り、悪の神格よりもはるかに個人的な方法で不服従を罰するからだ。邪悪な守護者が与える使い魔は、力の源であると同時に看守でもあり、預けられたウィッチが命令に背かないかを絶えず監視している。

 これまでに発表されたウィッチの守護者のテーマは、さまざまな超自然的存在に対応できるよう、幅広い概念や関心事を扱っている。しかし、特定の守護者は、授ける呪文に変化を加えることがある。15ページに掲載された特殊な守護者の各種類は、指定されたレベルで守護者のテーマから通常与えられる呪文を別の呪文に置き換え、さらに1レベルの時点で特定の呪術と不利益を与える。いったん特定の守護者を選択したウィッチは、守護者を変更したり、その存在に敵対して手を上げたりすると、呪文発動能力、呪術、使い魔を失う。それぞれの特殊な守護者は選択できる守護者のテーマが制限されており、ウィッチは各項目に記載された4種類のうち1つを選ばなければならない。こうした守護者は同種の存在の中でも際立った者たちであり、固有の力や神話級の力を与えられていることも多く、数世紀から数永劫にも及ぶ長期的な計画を進めている。

天界の計画 Celestial Agenda

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 善属性の神格や至高天の主は、自らの意志を遂行するための組織化された信仰団体を持つ。一方、強大な地位にあるアガシオン、エンジェル、アルコン、そして時として善属性の来訪者たちによる種族をまたいだ評議会は、弱者を守り病人を癒すため、白きウィッチに天界の力を与えることがある。君は1レベルの時点で護りの呪術を得る。しかし、守護者は君により高い規範を課す。君の属性は善でなければならず、他者を欺いたり脅したりするための〈はったり〉、〈威圧〉、〈手先の早業〉、その他の技能判定に-2のペナルティを受ける。

選択可能な守護者のテーマ:耐久/Endurance、治癒/Healing、光/Light、前兆/Portents。

守護者呪文の変更:4レベル―キャスティゲイト、10レベル―リビューク、16レベル―グレーター・プレイナー・アライ(善属性の来訪者のみ)。

共感者 Empath

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 君の守護者は、生ける者たちの経験が集合して顕現した存在である。数えきれない精神と心が抱く信念によって方向づけられた、定命の者たちの欲望と目的がその姿をとっている。君は1レベルの時点でタンズの呪術を得る。しかし、周囲にいる者たちの絶望や痛み、その他の負の感情を感じ取らずにはいられないため、[感情]効果に対するセーヴィング・スローに-5のペナルティを受ける。

選択可能な守護者のテーマ:祖霊/Ancestors、精神/Mind、霊/Spirits、判断/Wisdom。

守護者呪文の変更:2レベル―バースト・オヴ・インサイト、6レベル―アナライズ・オーラ、10レベル―レトロコグニション。

フェイの贈り物 Fey Gifts

出典 Blood of the Coven 15ページ
 強力なフェイ、あるいはファースト・ワールドに住む別の存在が、君に魔法を授けた。君は物質界において守護者のための錨であると同時に、念視の焦点としての役割を果たすが、しばしば守護者の娯楽の種にもなる。君は1レベルの時点で魅了の呪術を得る。しかし、フェイの守護者は君の失敗や負傷を喜び、しばしば君に不運をもたらす。1日に1回、GMは君が行った能力値判定、攻撃ロール、セーヴィング・スロー、技能判定のいずれか1回を振り直させ、悪い方の結果を使用するよう要求できる。

選択可能な守護者のテーマ:機敏/Agility、魅了/Enchantment、巧技/Trickery、冬/Winter。

守護者呪文の変更:2レベル―ディスガイズ・セルフ、4レベル―ヒディアス・ラフター、16レベル―イレジスティブル・ダンス。

緑の囁き Green Whispers

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 君のウィッチとしての力は「緑の信仰」の顕現であるか、古代のトリエントや自然の精霊のような自然の力の代弁者から授けられたものであり、その存在は君が与えられた力を自分に代わって行使することを期待している。君は1レベルの時点で野生の言葉の呪術を得る。しかし、鉄や鋼に触れることに耐えられず、これらの金属のいずれかに接触している間、毎ラウンド1d3ポイントのダメージを受ける。また、金属製の鎧を着用している間は、それを脱ぐまで呪文を発動できない。

選択可能な守護者のテーマ:動物/Animals、耐久/Endurance、月/Moon、変成/Transformation。

守護者呪文の変更:2レベル―エンタングル、6レベル―プラント・グロウス、10レベル―ツリー・ストライド。

ハグの召請 Hag's Calling

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 並外れた力を持つハグ――とりわけミュート・ハグやドリームシーフ・ハグ――は、自らが習得した古代の力の源泉を、定命の代理人にも分け与えることがある。ハグがこの力を授ける相手は、忠誠を証明したチェンジリングの娘であることが最も多いが、娘を邪悪な道へ誘惑するために授ける場合もある。君は1レベルの時点で魔女団の呪術を得る。しかし、君は援護アクションを行うことも、他者の援護アクションから利益を得ることもできない。

選択可能な守護者のテーマ:月/Moon、疫病/Plague、操影/Shadow、復讐/Vengeance。

守護者呪文の変更:2レベル―ディスガイズ・セルフ、8レベル―センディング、10レベル―コミューン(神格ではなく、ハグ/守護者と交信する)。

地獄の契約 Infernal Contract

出典 Blood of the Coven 15ページ
 君の力は、定命の者たちの堕落と道徳的腐敗を早めるために、強力なダイモン、デーモン、あるいはデヴィルとの契約によって得られた。君が死ぬと、その魂はアバドン、アビス、またはヘルへと送られる。そして並外れた手段を用いない限り、君はレイズ・デッドやリザレクションによって蘇生することができない。ただし、大胆かつ熱心な奉仕によって、破滅の先に特別な地位を得られるかもしれない。君は1レベルの時点で不運の呪術を得る。しかし、その魔法には生贄が必要である。君は毎日呪文を準備する際、地獄の儀式の一環として自分自身に1d6ポイントのダメージを与え、流した血を使い魔に与えなければならない。5レベルの時点、および以降5レベル毎に、このダメージは1d6ずつ増加する。

選択可能な守護者のテーマ:魅了/Enchantment、力/Strength、巧技/Trickery、復讐/Vengeance。

守護者呪文の変更:8レベル―レッサー・プレイナー・アライ、12レベル―プレイナー・アライ、16レベル―グレーター・プレイナー・アライ(これらの追加呪文で招来できるのは、君の守護者が代表する種類の来訪者のみである)。

影の束縛 Shadowbound

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。
 影界の存在――カイトン、ナイトシェイド、オウブ、その他これらに類する霊妙な力――に深く触れたことで、君の身体には影の力が染み込んでいる。君は1レベルの時点で変装の呪術を得る。しかし、同時に光による盲目化(light blindness)の弱点も得る。

選択可能な守護者のテーマ:死/Death、欺瞞/Deception、エーテル/Ethereal、操影/Shadow。

守護者呪文の変更:8レベル―シャドウ・カンジュレーション、12レベル―シャドウ・ウォーク、16レベル―グレーター・シャドウ・エヴォケーション。

万物の状態 The Condition of All

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 アイオーンはしばしばウィッチの守護者となる。彼らは宇宙の均衡を推し進める何らかの目的に強い関心を抱いており、その目的を共有する定命の者を探し出す。君は1レベルの時点で傷痕の呪術を得る。しかし、その奉仕には大義への揺るぎない献身が必要となる。君が最初のウィッチ・レベルを得た後に属性を変更すると、君は呪文発動能力と呪術を失う(使い魔は失わない)。元の属性に戻れば、呪文発動能力と呪術を再び得る。

選択可能な守護者のテーマ:元素/Elements、時/Time、変成/Transformation、判断/Wisdom。

守護者呪文の変更:2レベル―フォービッド・アクション、8レベル―ディスミサル、12レベル―ギアス/クエスト。

外なる神々との接触 Touched by the Outer Gods

出典 Blood of the Coven 15ページ
前提条件:この特殊な守護者を選択するPCは、ウィッチの守護者を選択でき、かつ呪術のクラス特徴を持っていなければならない。

 君の力は星々の彼方から来た理解不能な存在に由来し、その動機や欲求が君の精神を蝕んでいる。君は1レベルの時点で獣脅しの呪術を得る。しかし、混乱効果および[感情]効果に対するセーヴィング・スローに-2のペナルティを受け、セーヴィング・スローに成功した場合でも、少なくとも1ラウンドの間はそれらの効果を受ける。

選択可能な守護者のテーマ:狂気/Insanity、オカルト/Occult、星/Stars、変成/Transformation。

守護者呪文の変更:2レベル―レッサー・コンフュージョン、8レベル―ドレッドスケープ、10レベル―コンペリング・ラント。


ウィッチのアーキタイプ Witch Archetypes


Alley Witch Alley Witch

出典 Heroes of the Streets 20ページ
The Alley Witch archetype's crowd patron grants ventriloquism instead of ears of the city
 Some witches find their spark of magic in the long, dark shadows and forgotten places within the city.

 Child of the Streets/Child of the Streets:An alley witch gains Bluff and Knowledge (local) as class skills, but loses Knowledge (nature) and Knowledge (planes) as class skills. This alters the witch’s class skills.

 Crowd Patron/Crowd Patron:An alley witch draws power not from a patron, but from the crowd of minds around her. She doesn’t select a patron at 1st level; instead, she gains the following bonus spells at the listed levels.

 2nd—ears of the city (see page 30), 4th—alter self, 6th—witnessUM, 8th—shadow stepUM, 10th—mage’s private sanctum, 12th—heroes’ feast, 14th—limited wish, 16th—create demiplaneUM, 18th—shades.

 This ability alters witch’s familiar.

 Speak to the City/Speak to the City:An alley witch builds a special rapport with a single city. At 1st level, she can select one settlement whose type is large town size or larger. Within this settlement, she gains a +2 bonus on initiative checks, as well as Knowledge (local), Perception, Stealth, and Sense Motive checks. At 6th level and every 5 witch levels thereafter, this bonus increases by 2. The alley witch can build a rapport with a new city after 30 days of remaining there; this severs her bond to her previous settlement. This ability replaces the witch’s 1st-level hex.

 Hex Trader/Hex Trader:At 6th level, once per day as a full-round action, an alley witch can bind a hex she knows into a feather, bead, or other small token. Any creature holding this token can use that hex once as if using a potion, targeting itself or a creature it touches. While a hex is sealed into a token, the alley witch loses her ability to use that hex until the token is used or she can recover the token. If a hex can be used in increments (like the disguise hex), the alley witch decides how many increments the token contains when making it. If a hex has no set duration, it lasts for 1 minute once activated. This ability replaces the witch’s 6th-level hex.

Ashiftah Ashiftah

出典 Qadira, Jewel of the East 14ページ
 Qadira’s armies strike terror into foes, but tales of something even more terrible than desert dervishes or charging cavalry haunt foot soldiers serving Qadira’s neighbors. Known in Taldane as a “battle witch,” an ashiftah drifts like a phantom among the enemy armies, calling down disaster upon their heads and weakening their resolve. Qadiran ashiftahs usually go veiled, and even their cohorts in the Imperial Forces superstitiously believe that seeing their faces brings misfortune.

 Protecting Veil/Protecting Veil:An ashiftah’s veil is not merely a uniform, but a magical vestment imbued with power. Its ability to hold spells functions identically to a witch’s familiar. An ashiftah must veil herself and commune with her patron each day to prepare her spells and cannot prepare spells not stored in the veil.

 This ability replaces familiar.

 Ghostwalk(超常)/Ghostwalk:Starting at 2nd level, as a move action after using a hex, an ashiftah can become invisible as per vanishAPG and can then take a 5-foot step. Using ghostwalk doesn’t provoke attacks of opportunity.

 This ability replaces the hex gained at 2nd level.

 Deliver Touch Spells(超常)/Deliver Touch Spells:Starting at 3rd level, an ashiftah can use her veil to deliver touch spells. After casting a touch spell, as a full-round action, she can tear a strip from her veil and whisper to it, designating a target. She then releases the scrap of fabric, which drifts on the wind to the target and delivers the spell as a ranged touch attack. The target must be within 20 feet of the witch. The veil mends itself after the spell is delivered.

 Fog of War(擬呪)/Fog of War:At 6th level, as a standard action, an ashiftah can blanket a 20-foot-radius area of the battlefield in a clammy mist that functions as per barrow hazeACG, allowing her to treat any area within the mist as within 30 feet for purposes of her hexes, as long as some part of that area is within 30 feet of her.

 This replaces the hex gained at 6th level.

Cartomancer Cartomancer

出典 The Harrow Handbook 15ページ
 More than mere playing cards, harrow decks allow individuals to communicate with powers beyond mortal ken. A witch who serves the spirits of the harrow in exchange for mystical power is known as a cartomancer. Rather than connecting with a familiar, a cartomancer communes with her patron through a consecrated harrow deck.

 Spell Deck/Spell Deck:Each cartomancer carries a special harrow deck that allows her to communicate with her patron. Its ability to hold spells functions identically to the way a witch’s spells are granted by her familiar. The cartomancer must consult her harrow deck each day to prepare her spells and cannot prepare spells that are not stored in the deck. The spell deck cannot be used for this purpose if any cards are missing. This ability replaces the witch’s familiar. The following familiar ability works differently for a cartomancer.

 Deliver Touch Spells(超常)/Deliver Touch Spells:At 3rd level, when the cartomancer uses the Deadly Dealer feat with a card from her spell deck, the card is not destroyed and gains the returning weapon special ability.

 In addition, the cartomancer can deliver a touch spell with a thrown card. This uses the Deadly Dealer feat (see below), except the attack is resolved as a ranged touch attack and the card deals no damage of its own. This ability can be used with any card (not just one from the cartomancer’s spell deck).

 Deadly Dealer/Deadly Dealer:At 2nd level, a cartomancer gains the Deadly Dealer feat (see sidebar) as a bonus feat, even if she does not meet the prerequisites. The cartomancer gains the benefits of the Arcane Strike feat, but only for the purposes of using Deadly Dealer. This replaces the witch’s 2nd-level hex.

 Hexes:The following witch hexes complement the cartomancer archetype: evil eyeAPG, fortuneAPG, misfortuneAPG, soothsayer (see below).

 Major Hexes:The following major hexes complement the cartomancer archetype: harrowing curse (see below), visionAPG.

 Grand Hexes:The following grand hex complements the cartomancer archetype: dire prophecyUM.

Coral Witch Coral Witch

出典 Blood of the Sea 22ページ
 Coral witches inhabit shallow coasts and reefs where great masses of coral grow. They use their magic to fashion familiars from living coral and emulate the unyielding tenacity of these durable marine organisms. Many coral witches actively patrol and protect their home reefs from predators and help to rebuild the reefs after natural disasters. Although most coral witches are aquatic creatures such as gillmen and locathahs, surface creatures with a deep connection to the sea sometimes become coral witches as well.

 Patron:A coral witch’s patron is normally endurance, healingUM, or water, although a coral witch can select any patron other than those associated with fire.

 Coral Familiar(変則)/Coral Familiar:A coral witch crafts her familiar out of living coral, coaxing the tiny organisms to grow in the shape of a larger animal or vermin. The coral witch chooses a familiar as normal, but its type changes to vermin (aquatic) and it gains the amphibious special quality. The coral witch’s familiar has an Intelligence score as normal for the witch’s level, but it has immunity to mind-affecting effects. When underwater near a coral reef of any size, a coral witch can spend 8 hours to restore her familiar to full health at no cost, unless the familiar is killed, in which case she must follow the usual rules for replacing her familiar. A coral witch can never gain an improved familiar.

 This ability alters witch’s familiar.

 Waves Spirit Hex/Waves Spirit Hex:A coral witch can select hexes from the shaman’s waves spirit (Pathfinder RPG Advanced Class Guide 45) as if they were witch hexes. She uses her witch level as her shaman level to determine the effect of the hex and Intelligence instead of Wisdom to determine its DC.

 This ability alters hex.

 Immovability(変則)/Immovability:At 8th level, a coral witch can naturally emulate coral’s ability to affix itself in place. At the end of any round in which the coral witch did not move from her space and is standing on solid ground, she adds her class level to her CMD against any bull rush, overrun, and reposition combat maneuvers, grapple attempts to move her, and attempts to pull or push her. This bonus lasts until the start of the coral witch’s next turn.

 This ability replaces the hex gained at 8th level.

 Hexes:The following witch hexes complement the coral witch archetype: evil eye, feral speechUM, water lungUM.

 Major Hexes:The following major hexes complement the coral witch archetype: beast eyeUM, hag’s eye, weather control.

 Grand Hexes:The following grand hex complements the coral witch archetype: life giver.

Demon-Sworn Demon-Sworn

出典 Heroes of the Darklands 16ページ
The demon-sworn witch remains responsible for any potentially evil consequences of her spellcasting (e.g. killing bystanders), even if the isolated act of casting such spells does not impact her alignment.
 The drow are among the best known creatures on Golarion who were “saved” by demonic intervention, but they’re far from the only ones. In the depths of the Darklands, as well as similarly inhospitable locales on Golarion, many seek the succor of demons as a means of survival. Such pacts are often made in haste, without a true understanding of the lifelong effects they’ll have on those who make them.

 Demonic Pact/Demonic Pact:A demon-sworn makes a pact with a demonic entity, forever binding her to the forces of the Abyss and corrupting her connection with her patron. At the indicated levels, she gains the spells below in place of her normal patron spells: 2nd—protection from good, 6th—unholy blight, 10th—dispel good, 14th—blasphemy, 18th—unholy aura. Casting spells with the evil descriptor from this replacement list has no effect on the demonsworn’s alignment.

 This ability modifies patron spells.

 Cruel Hex/Cruel Hex:A demon-sworn always inflicts some pain, whether she wants to or not. Each hex deals 1d4 points of nonlethal damage to creatures affected by it, in addition to any damage the hex normally deals.

 For major hexes, the damage increases to 2d4. For grand hexes, the damage increases to 4d4. Each die result of a natural 4 deals 1 point of lethal damage to the demon-sworn.

 This ability alters the witch’s hex, major hex, and grand hex.

 Manifest Pact(変則)/Manifest Pact:At 6th level, the demon-sworn gains Improved Familiar as a bonus feat. The associated familiar is made up of the tiny amount of soul matter lost when the demon-sworn made her pact with demonic powers. The familiar must be a quasit, regardless of the demon-sworn’s actual alignment, and it manifests by eating its way out of the demon-sworn’s former familiar. The quasit knows all spells known to the previous familiar. It loyally serves the demon-sworn, despite any conflicts of alignment, obeying its mistress to the best of its abilities.

 This familiar cannot be replaced, and if slain, the ritual to replace the lost familiar recreates the same quasit, along with the same spells previously known. Replacing the familiar in this fashion also imparts the demon-sworn with 1 permanent negative level, as if she had been hit by an energy-draining creature.

 This ability replaces the hex gained at 6th level.

Dimensional Occultist Dimensional Occultist

出典 Pathfinder Society Field Guide 28ページ
 While dimensional occultist witches are not all associated with the Pathfinders, enough of them are to warrant mention here. A dimensional occultist sacrifices some of her mastery over hexes in return for increased planar lore— she spends much of her time researching and communing with otherplanar spirits, often through her familiar or via the study of ancient texts, and has an increased mastery over various conjurations and other extraplanar effects. She can even travel between dimensions as she gains power. A dimensional occultist has the following class features.

 Patron:A dimensional occultist witch does not have the same freedom of choice among her patrons as do other witches—she must select the Dimensions patron when she gains this archetype. The Dimensions patron provides the following bonus spells: 2nd—hold portal, 4th—rope trick, 6th—blink, 8th—dimensional anchor, 10th—lesser planar binding, 12th—planar binding, 14th—banishment, 16th— greater planar binding, 18th—gate.

 Dimensional Augmentation(超常)/Dimensional Augmentation:At 2nd level, a dimensional occultist can augment her spells by incorporating complex mathematical equations and formulae into the casting, typically by inscribing these equations with chalk or charcoal onto a solid surface (although scribing them on paper or into wet sand works fine as well). Augmenting a spell in this way adds both a somatic component (the actual scribing of the equations) and a material component (the writing stylus and ink, chalk, charcoal, or other medium) to the spell, and increases its casting time to a number of rounds equal to the spell’s level (if the spell’s casting time is already 1 minute or more, the casting time is not altered). As a result, using dimensional augmentation to cast a spell isn’t a good option in the heat of combat. Augmenting a spell in this manner increases its effective caster level by +1. A dimensional occultist can augment her spells in this manner once per day at 2nd level, plus one additional time per day for every even-numbered witch level she gains. This ability replaces the witch’s hex gained at 2nd level.

 Commune with Familiar(擬呪)/Commune with Familiar:At 8th level, a dimensional occultist can use her familiar as a link between herself and strange, otherworldly intelligences on other planes. Once per week, she may use this link to cast contact other plane as a spell-like ability, at a caster level equal to her witch level. The entity contacted replies to the witch via her familiar (which speaks in a strange disembodied voice), via telepathic contact, or by some similarly disconcerting method of communication. When a witch uses this method to contact other planes, she gains a +4 bonus on the Intelligence check to avoid the decrease to Intelligence and Charisma. If she still fails the save, the Intelligence/Charisma decrease lasts only 24 hours rather than a number of weeks. This ability replaces the witch’s hex gained at 8th level.

 Dimensional Waypoints(変則)/Dimensional Waypoints:At 12th level, a dimensional occultist can create a dimensional waypoint by spending 2d4 minutes inscribing a number of equations on a solid surface (such as a wall, tree, stone floor, or structure) with a writing instrument. The exact configuration of these equations is unique to each witch. From that point on, when she uses dimensional travel to travel to that location, she does so without any chance of mishap. Teleport always sends the witch to this spot, and even plane shift, if used to travel to that site, is precisely accurate. Once a dimensional waypoint is set, it remains active for that witch despite the condition of the inscription or even that of the surface upon which it was inscribed—it is the act of inscribing the waypoint, not the waypoint itself, that matters. At 12th level, and then again every two witch levels thereafter, the dimensional occultist can maintain an additional waypoint. She can replace a waypoint she’s already set by simply using that waypoint’s unique equation at a new site. This ability replaces the witch’s hex gained at 12th level.

Hag of Gyronna Hag of Gyronna

出典 People of the River 23ページ
 Only female witches dare dedicate themselves to the Angry Hag, and those who do so are feared for their ability to bend minds and sow discord. Some say these witches can watch their enemies from afar and can even corrupt the minds of the most innocent or loyal, including newborn babes and cherished pets.

 Patron:A hag of Gyronna must choose Deception, Trickery, VengeanceUM, or Water as her witch patron.

 呪文:A hag of Gyronna replaces several of her patron spells with the following: 2nd—doom, 6th—obscure object, 10th—commune, 14th—repulsion, 18th—shapechange.

 Curdle Thoughts(超常)/Curdle Thoughts:At 2nd level, a hag of Gyronna can insert negative emotions into the mind of a single target. She gains a +2 bonus on Diplomacy and Bluff checks to sow suspicion, hatred, or other forms of animosity. In addition, a hag of Gyronna can choose to increase the save DC of any spell with the fear descriptor she casts by 2. She can increase a spell’s DC in this way a number of times per day equal to 1/2 her witch level. This ability replaces the witch’s 2nd-level hex.

 Sunder Hope(超常)/Sunder Hope:At 8th level, a hag of Gyronna can violently dismiss her curses to counter magical boons and impose her own capricious whims. Once per day, after the hag of Gyronna has successfully affected a creature within 30 feet with a mind-affecting spell, spell-like ability, or hex with a duration of longer than 1 round, she can choose to dismiss the mind-affecting effect as an immediate action. If she dismisses this effect in response to another creature targeting her victim with a beneficial spell or ability, the witch’s effect is dismissed and the caster of the beneficial spell or ability must succeed at a Will save (DC = 10 + 1/2 the witch’s level + her Intelligence modifier) or the spell or ability is wasted to no effect and the targeted victim takes 1d4 points of Wisdom damage. At 14th and 20th levels, a hag of Gyronna can use this ability an additional time per day. This ability replaces the witch’s 8th-level hex.

 Hag Crony(超常)/Hag Crony:At 12th level, a hag of Gyronna gains a blessing from the Angry Hag in the form of an alliance with a night hag (Pathfinder RPG Bestiary 215). Once per week, the hag of Gyronna can as a full-round action summon the night hag from the Shadow Plane. The night hag serves the hag of Gyronna to the best of its ability as long as the witch’s commands are consistent with the night hag’s alignment and goals, but flees back to its native plane after a number of rounds equal to the witch’s level or upon losing half or more of its hit points. The night hag may provide the hag of Gyronna with other favors or gifts at the GM’s discretion. At 15th and 18th levels, a hag of Gyronna can call upon her hag crony an additional time per week. This ability replaces the witch’s 12th-level hex.

Hagbound Hagbound

出典 Blood of the Coven 16ページ
A hagbound can remove the hag’s hold only by removing her archetype directly, such as with the retraining rules in Pathfinder RPG Ultimate Campaign.
 Whether a changeling in the process of succumbing to her mother’s call, a witch cursed by a hag to become her instrument of torment, a vain and petty witch overeager for power, or some other unfortunate soul, a hagbound witch finds its soul has been infected by a hag’s spite and powerful, corrupt arcane magic. Her mind and body begin to transform to reflect her new being. Hagbound witches suffer a slow transformative taint that is similar to the accursed corruption (Pathfinder RPG Horror Adventures 16) and make ideal candidates for this additional power—and tragedy.

 Hagbound/Hagbound:A hagbound can take this archetype only if her first character level is a witch level, and she must select one of the following patrons: Deception, Jynx, Moon, Occult, Plague, Shadow, Strength, Vengeance, or Winter. She can escape her inevitable fate only by removing the hag’s hold on her soul, typically with miracle or an effect of similar power. Until then, she can’t take levels in any class other than witch and her alignment can never become good. Removing the hag’s hold causes her to lose this archetype and become a normal witch.

 Hag’s Claws(変則)/Hag’s Claws:A hagbound’s hands grow into a pair of hideous claws that deal 1d4 points of damage for a Medium hagbound (1d3 for a Small creature).

 This replaces the hex gained at 1st level.

 Hunched Muscle(変則)/Hunched Muscle:At 2nd level, warty growths and knobby muscles twist the hagbound’s body. She gains a +2 size bonus to her Strength score. This bonus increases by 2 at 8th level and 14th level, to a maximum of +6.

 This replaces the hexes gained at 2nd, 8th, and 14th levels.

 Vain Glamour(擬呪)/Vain Glamour:At 4th level, the hagbound gains the ability to disguise her hideous form behind various pleasing shapes. This allows her to magically disguise herself at will, as per disguise self. At 12th level, she can transform herself at will rather than spin illusions, as per alter self.

 This replaces the hexes gained at 4th and 12th levels.

 Vile Curse(擬呪)/Vile Curse:At 10th level, the hagbound becomes exceptionally skilled at cursing others. She can cast bestow curse at will, but its duration becomes 24 hours. Once a creature has been affected by this ability, it is immune to the witch’s vile curse ability for 24 hours. If the witch learns some secret fear or vulnerability of her target and tailors the curse to exploit this, her target takes a –2 penalty on its Will saving throw against the effect.

 This replaces the hex gained at 10th level.

 Hag Transformation/Hag Transformation:At 20th level, the hagbound transforms into a true hag, purging all goodness and light from her in exchange for dark power. Her alignment becomes evil if it isn’t already. Her type changes to monstrous humanoid, and she gains darkvision 60 feet; immunity to charm, fear, and spell effects; and the ability to join a coven. She gains spell resistance 31, and she grants this benefit to her other coven members.

 This replaces the hex gained at 20th level.

Havocker Havocker

出典 Magic Tactics Toolbox 11ページ
 Although most witches are guided to subtle curses and debilitating hexes by their mysterious patrons, some are instead taught the secrets of harnessing raw, destructive elemental power.

 Patron Element/Patron Element:A havocker’s patron grants her the ability to devastate her foes with a specific element. At 1st level, rather than selecting a standard patron and gaining patron spells, the witch selects a specific kineticist element (Pathfinder RPG Occult Adventures 14), which represents the shadowy forces from which she gains her familiar and class powers. The havocker gains the elemental focus and kinetic blast class features with the associated element, using her witch level as her effective kineticist level. If the havocker takes levels in another class that grants an elemental focus, the elemental focuses must be the same type, even if that means that the elemental focus of one of the classes must change. Subject to GM discretion, the havocker can change her former elemental focus to make them conform.

 This ability alters the witch’s familiar and replaces the witch’s 1st-level hex.

 Infusion/Infusion:At 2nd level and every 4 witch levels thereafter, the havocker gains an infusion wild talent from the list of options available based on her elemental focus, functioning as the kineticist ability of the same name. A havocker must meet the prerequisites of the infusion wild talent and can’t accept burn (but see the spellburn ability below).

 This ability replaces the witch’s hexes from 2nd level on, major hex, and grand hex.

 Spellburn/Spellburn:Beginning at 2nd level, a havocker can channel stored spell energy into her kinetic blast to increase the blast’s overall utility and power. To use her inf sions, the havocker must lose a prepared witch spell to apply the infusion to her kinetic blast. Any spell sacrificed is required to have a spell level equal to or greater than the infusion’s effective spell level. The havocker cannot accept additional burn if the infusion would allow her to do so.

Invoker Invoker

出典 Haunted Heroes Handbook 14ページ
 The invoker uses her familiar to summon facets of her mysterious patron directly into her body, enhancing her skills and granting her powerful abilities. Whether these spiritual enhancements come from a single entity or a host of spiritual forces associated with the witch’s patron can vary, and in many cases, a particular invoker never learns the truth of this matter.

 Invoke Patron(超常)/Invoke Patron:At 1st level, an invoker can invite spirits associated with her patron’s themes into her body and mind as a swift action. This functions like a hunter’s animal focus (Pathfinder RPG Advanced Class Guide 27), except she emulates facets of her patron, chosen from the list below. The invoker can use this ability for a number of minutes per day equal to her level; this duration need not be consecutive, but it must be spent in 1-minute increments.

 This replaces the witch’s 1st-, 8th-, and 16th-level hexes.

 Bondage/Bondage:The invoker gains a +2 enhancement bonus to her Strength. This bonus increases to +4 at 8th level and +6 at 16th level.

 Bridge/Bridge:The invoker treats other creatures as if their damage reduction and spell resistance were 2 lower. This increases to 5 lower at 8th level and 10 lower at 16th level.

 Crisis/Crisis:The invoker gains a +2 enhancement bonus to her Constitution. This bonus increases to +4 at 8th level and +6 at 16th level.

 Curiosity/Curiosity:The DCs of the invoker’s hexes and patron spells increase by 1. These DCs increase by an additional 1 at 8th level and 16th level.

 Decisions/Decisions:The invoker gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 16th level.

 Fortune/Fortune:The invoker gains a +1 resistance bonus on saving throws. This bonus increases to +3 at 8th level and +5 at 16th level.

 Paradise/Paradise:The invoker gains a +3 competence bonus on Acrobatics checks and concentration checks. This bonus increases to +6 at 8th level and +9 at 16th level.

 Rapture/Rapture:The invoker can increase the duration of any spell she casts on herself by 1 round. This applies only to spells with a duration other than instantaneous. This increases to 2 rounds at 8th level and 3 rounds at 16th level.

 Reckoning/Reckoning:The invoker adds an insight bonus on damage rolls from attacks made with spells and natural attacks, gaining 1 point of damage per die rolled. At 8th level, the invoker gains a +4 bonus to confirm critical hits threatened with spells and natural attacks. At 16th level, the critical threat range of the invoker’s spells and natural attacks doubles, as if from Improved Critical.

 Revelation/Revelation:The invoker gains a +1 insight bonus on attack rolls made with weapons. This bonus increases to +2 at 8th level and +3 at 16th level.

 Second Invocation(超常)/Second Invocation:At 10th level, whenever an invoker uses her invoke patron ability, she selects two different facets of her patron for herself instead of one. Otherwise, this functions like a hunter’s second animal focus ability.

 This ability replaces the witch’s 10th-level hex

Jinx Witch Jinx Witch

出典 Blood of the Beast 25ページ
Only available to Tengu characters
 The common perception of tengus as good luck charms has its roots in the first great empire to unify Tian Xia 7,000 years ago, when tengus were superstitious and skittish folk inhabiting the continent’s central mountain ranges. Jinx witches specialize in calling down subtle misfortunes and deceiving enemies and allies alike. While they lack any ability to truly eliminate bad luck, they are uniquely gifted at making others believe otherwise. Many of these ancient traditions have been forgotten as tengus spread across the world and assimilated into other cultures, but a rare few tengus still practice this curious art of misdirection and dealing in ill fortune. A jinx witch’s patron is normally Deception, Shadow, or Trickery.

 クラス技能:A jinx witch adds Bluff, Disguise, and Sense Motive to her list of class skills.

 This alters the witch’s class skills.

 Spell Awareness(変則)/Spell Awareness:A jinx witch is skilled at identifying hostile spells and effects that target her. She adds 1/2 her witch level to Spellcraft checks to identify spells being cast if she is targeted by the spell.

 Jinx-Eating(超常)/Jinx-Eating:At 2nd level, a jinx witch learns to absorb (or “eat”) antagonistic magical effects targeting her. If a jinx witch succeeds at a Will or Fortitude saving throw that negates a hostile spell effect, she can consume the spell energy as an immediate action. The witch treats her caster level as 1 higher when casting the next prepared spell she casts after eating a jinx in this manner. If the spell cast is of the same school as the eaten spell, the witch instead treats her caster level as 2 higher. A jinx witch can store only one eaten spell at a time, and can use this ability a number of times each day equal to 3 + her Intelligence modif ier. If the jinx witch uses this ability to eat a spell that targets more than one creature or that creates an area of effect, it uses 2 of her daily uses of the ability and all other targets or creatures in the area of effect receive a +2 bonus on their respective saving throws. If the jinx witch does not use the bonus provided by an eaten spell within 1 hour, the stored energy dissipates harmlessly.

 This ability replaces the witch’s hex normally gained at 2nd level.

 Jinx-Gorging(超常)/Jinx-Gorging:At 6th level, when the jinx witch applies a bonus from a spell consumed with her jinx-eating ability to a spell of the same school as the eaten spell, and of the same or lower spell level, she does not expend the prepared spell slot. She cannot affect the spell with metamagic or other effects that would change its effective spell level.

 This ability replaces the hex normally gained at 6th level.

 Jinx-Feast(超常)/Jinx-Feast:At 10th level, when the jinx witch uses her jinx-eating ability, she also gains the ability to cast the eaten spell as a spell-like ability, using her witch level as her caster level and her Intelligence modifier to determine the spell-like ability’s saving throw DC. If the eaten spell is not on her spell list or is of a spell level higher than the witch is capable of casting herself, she must succeed at a concentration check (DC = 20 + the spell’s level) in order to cast it; failing this check results in the loss of the spell-like ability with no effect.

 This ability replaces the major hex gained at 10th level.

 Hexes:The following witch hexes complement the jinx witch archetype: beast of ill omenUM, evil eye, fortune, and misfortune.

 Major Hexes:The following major hexes complement the jinx witch archetype: hag’s eye, retribution, and waxen image.

 Grand Hexes:The following grand hexes complement the jinx witch archetype: death curse, dire prophecy, and natural disaster.

Medium Medium

出典 Undead Slayer's Handbook 20ページ
 Mediums tap into the spiritual power of those who have yet to find their final rest. Their ability to interact with these souls allows mediums to learn about the physical world through the experiences of those who came before them. Eventually, mediums of immeasurable power learn to walk alongside the very souls that haunt their dreams and visions.

 Patron:A medium has a limited choice of patrons, and must select one of the following themes: ancestors, death, occult, or spirits.

 Ectoplasmic Aptitude(超常)/Ectoplasmic Aptitude:At 2nd level, the medium can sling spells at ghosts and spirits as surely as at corporeal foes. She gains the Ectoplasmic SpellAPG metamagic feat as a bonus feat. In addition, as an immediate action a number of times per day equal to her Intelligence modifier, the medium can apply the Ectoplasmic SpellAPG feat to any spell she is casting without increasing its spell level. This ability replaces the witch’s hex gained at 2nd level.

 Shared Subconscious(超常)/Shared Subconscious:At 6th level, a medium can temporarily link her subconscious to that of an undead creature in order to gain preternatural knowledge. As long as the medium is within 100 feet of an intelligent undead creature, as a swift action she can target said creature and attempt any trained Knowledge check. If the target has ranks in the same Knowledge skill, it also attempts the Knowledge check (if it doesn’t have ranks, this effect fails). If the target’s result is higher than the medium’s, the medium may choose to use the undead creature’s Knowledge result instead of her own, learning any information the undead creature has about the subject in question. This ability does not allow a medium to attempt a previously failed Knowledge check again. This replaces the witch’s hex gained at 6th level.

 Soul Walker(変則)/Soul Walker:At 20th level, a medium can drift into the spirit world, becoming incorporeal for 1 minute per class level. When she does so, the medium gains the incorporeal subtype, taking only half damage from corporeal magical attacks and no damage from nonmagical weapons and objects. Her spells deal only half damage to corporeal creatures, but spells and abilities that do not deal damage function normally. The duration of this ability need not be continuous, but it must be used in 1-minute increments. This replaces the witch’s hex gained at 20th level.

 Hexes:The following witch hexes complement the medium archetype: charmAPG, healingAPG, scarUM, tonguesAPG, wardAPG.

 Major Hexes:The following major hexes complement the medium archetype: speak in dreamsUM, visionAPG.

 Grand Hexes:The following grand hex complements the medium archetype: summon spiritUM.

Nexian Spellspy Nexian Spellspy

出典 Inner Sea Intrigue 43ページ
 Among that nation’s highly competitive arcane communities, Nexian spellspies are witches who use their familiars and divining talents to spy on their rivals and protect themselves from similar intrusions.

 Nondetection:A Nexian spellspy treats nondetection as a 4th-level witch spell.

 Infiltrating Vessel(超常)/Infiltrating Vessel:At 3rd-level, a Nexian spellspy cannot use her familiar to deliver touch spells for her. Instead, the Nexian spellspy can cast divination spells through her familiar. When the Nexian spellspy does this, she casts the spell as normal, but she treats her familiar’s location as hers for purpose of determining the spell’s area of effect or range. The Nexian spellspy receives the spell’s results as normal. This ability does not allow her to see through her familiar’s eyes; for example, the Nexian spellspy would know about a powerful magic item detected through her familiar, but she would not know its exact location or exactly what the item looked like. Whenever a familiar would be able to deliver a hex, the Nexian spellspy can use the familiar as a vessel for her divinations in this way.

 This alters the witch’s familiar.

 Prepare Results(超常)/Prepare Results:At 4th level, a Nexian spellspy’s familiar can store the results of divinations for the purposes of providing false results to a rival diviner who has targeted the spellspy. As a standard action, the spellspy can store the results of one or more divinations she has cast within the past 24 hours. She can store results from any number of spells with a total spell level equal to the highest spell she can cast.

 The next time a rival spellcaster would receive results from any of the specific divinations whose results are stored in her familiar in this manner, the stored results are transmitted to the rival caster (and are removed from the familiar) in place of any real results.

 The rival spellcaster receives a Will saving throw (DC = 10 + 1/2 the Nexian spellspy’s witch level + her Intelligence modifier) to recognize that the results are falsified. Depending on the spell, the stored results from the familiar might make this falsification obvious (and thus no Will saving throw is necessary to determine the falsification).

 This ability replaces the witch’s 4th-level hex.

 Hexes:The following witch hexes complement the Nexian spellspy archetype beast of ill-omenUM, evil eyeAPG, and tonguesAPG.

 Major Hexes:The following major hexes complement the Nexian spellspy witch archetype beast eyeUM, hag’s eyeAPG, and visionAPG.

 Grand Hex:The following grand hex complements the Nexian spellspy archetype dire prophecyUM.

Putrefactor Putrefactor

出典 Blood of the Coven 16ページ
 Some witches find their patrons while in the throes of despair and grief, when all they desire is to see the veneer of civilization peel back to reveal the filth and rot that underlies all things. The arcane power they inherit is bleak and tainted, eating them from the inside out and transforming them into living avatars of entropy.

 Infestation of Entropy/Infestation of Entropy:A putrefactor’s body hosts various pests—insects, rats, or other scavengers—as part of her connection with her patron. She treats the infestation as her familiar, and she communes with the infestation to prepare spells. She still selects a familiar, which must be a house centipede, rat, scarlet spider, or toad; the familiar crawls within her among the other vermin. A putrefactor must be of chaotic alignment and must choose one of the following patrons: Animals, Death, Plague, or Rot.

 This alters the witch’s familiar and patron.

 Disgorge Familiar(変則)/Disgorge Familiar:As a standard action, a putrefactor can cough up her familiar, allowing it to act as a separate entity. She can also devour it again as a standard action when the familiar is within reach. While within her, the familiar cannot be targeted for effects or take any action, but effects affecting it persist, and their duration continues until the next time she disgorges it.

 This replaces the hex gained at 1st level.

 Verminous Blood(変則)/Verminous Blood:At 2nd level, the swarming creatures within a putrefactor begin to replace her bodily fluids. Whenever she takes slashing or piercing damage from a melee attack, the creatures spill out and bite the attacker, dealing 1d6 points of damage, which count as damage from a Diminutive swarm. A creature can take damage from this ability only once per round. This damage increases by 1d6 at 8th level and every 4 levels thereafter.

 This replaces the hex gained at 2nd level.

 Putrefied Innards(変則)/Putrefied Innards:At 4th level, the infestation begins assuming various functions of the witch’s organs. She gains a 25% chance to negate the extra damage from critical hits and sneak attacks, as per the light fortification magic armor ability. At 10th level, this increases to a 50% chance (as per moderate fortification), and at 16th level it increases to a 75% chance (as per heavy fortification). Whenever the putrefactor negates additional damage from a melee attack in this way, the attacker takes damage as if exposed to her verminous blood, even if it has already been targeted by this ability this round.

 This replaces the hexes gained at 4th, 10th, and 16th level.

 Disgorge Swarm(変則)/Disgorge Swarm:At 6th level, while her familiar is inside her, the putrefactor can disgorge all the crawling creatures within her at once as a standard action, retaining only her familiar. When she does, she loses 2 hit points per class level and forms a spider swarm as per the spell vomit swarm. The swarm gains the Armor Class and saving throw bonuses of her familiar. The swarm deals her verminous blood damage instead of its normal damage; while the swarm lasts, the putrefactor loses access to her verminous blood ability. The witch can target creatures with her hexes as if she occupied both the swarm’s space and her own. When the duration ends, the swarm tries its best to return to her and crawl back into her body, restoring hit points equal to its current hit points, up to her maximum hit points. If the swarm dies or cannot return to her once the spell’s duration ends, the witch does not regain any of her spent hit points. Once she reabsorbs the swarm, she can’t disgorge it again for 1 hour.

 This replaces the hex gained at 6th level.

Rhetorician Rhetorician

出典 Arcane Anthology 25ページ
 Rhetoricians feel driven to engage in debate, learn as much as they can about their potential foes, and seek ways to use information and quick talking to handle problems before resorting to raw violence. Regardless of their shadowy patrons, rhetoricians are granted a series of spells through their familiars that boost their ability to outtalk and outthink their foes, leading some to believe they are destined to be emissaries for their patrons once some long-term plans of their patrons’ come to fruition.

 Debater(変則)/Debater:A rhetorician is an expert at making counterarguments and treating everything as a debate. When an opponent attempts a Diplomacy check to change another target’s attitude or request aid, the rhetorician can attempt to make a counterargument to negate the opponent’s efforts. The rhetorician attempts a Diplomacy check as an immediate action, with a DC equal to the result of the opponent’s Diplomacy check. The target of the opponent’s Diplomacy check must be able to see and hear the rhetorician. If the rhetorician’s Diplomacy check is successful, the opponent’s Diplomacy check fails. This ability replaces the hex gained at 1st level.

 Eldritch Glibness/Eldritch Glibness:At 2nd level and every two witch levels thereafter, a rhetorician gains the following spells as spells known at the spell levels listed in parentheses. These spells are automatically added to the list of spells stored by her familiar. She treats these as being on the witch class spell list: 2nd—confusion, lesser (1st), 4th—detect thoughts (2nd), 6th—glibness (3rd), 8th—sculpt sound (4th), 10th—modify memory (5th), 12th—symbol of persuasion (6th), 14th—song of discord (7th), 16th—greater shout (8th), 18th— weird (9th). This ability replaces all the spells the witch gains from her patron.

 Public Speaker(変則)/Public Speaker:A rhetorician gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level + her Intelligence modifier (minimum 0).

Seducer Seducer

出典 Legacy of the First World 16ページ
 These charismatic witches, often devotees of the Green Mother, rely on their otherworldly charms to achieve their aims. A seducer focuses on enchantments, turning enemies into friends and friends into toys for her amusement.

 Patron/Patron:A seducer must select deception, enchantmentUM, plant (Pathfinder Player Companion Heroes of the Wild 11), thorns (Heroes of the Wild 13), or trickery as her patron.

 Otherworldly Allure/Otherworldly Allure:A seducer’s power comes from her allure. She uses her Charisma rather than her Intelligence score for the purpose of all class features and effects related to her witch class, such as bonus spells per day, the maximum spell level she can cast, and save DCs of her spells and hexes.

 Fey Charm(超常)/Fey Charm:A seducer gains the charm hex at 1st level. The save DC of this hex is increased by 1. If the target is (or could be) sexually attracted to the seducer, the save DC is instead increased by 2. If she and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 3.

 This ability alters the hex gained at 1st level.

 Seducer’s Kiss(超常)/Seducer’s Kiss:At 6th level, a seducer can kiss another creature as a melee touch attack. The target must succeed at a Will save (DC 10 + half the seducer’s level + her Charisma modifier) or be staggered for 1 round. If the target is (or could be) sexually attracted to the seducer, the save DC is increased by 2. If the seducer and the target have had willing sexual relations in the past 24 hours, the save DC is instead increased by 4. Whether or not the creature succeeds at this save, it cannot be the target of this ability again for 1 day. At 10th level, this ability causes the target to become stunned for 1 round, then staggered for an additional round. This is a mind-affecting charm effect.

 This ability replaces the hex gained at 6th level.

 Garden of Delight(超常)/Garden of Delight:At 8th level, the seducer can create a magical bower once per day. This functions as tiny hut with a caster level equal to the seducer’s witch level, but the interior is a lush garden. Those who rest for 8 hours within the garden heal at twice the usual rate. In addition, any creature engaging in willing sexual relations with the seducer in this garden gains a +2 morale bonus on saving throws for the next 24 hours. This bonus does not apply on saving throws against the seducer’s spells or abilities.

 This replaces the hex gained at 8th level.

Synergist Synergist

出典 Familiar Folio 9ページ
 Synergists gain the ability to combine their forms with their familiars’ in order to create something more powerful than either alone.

 Symbiosis(超常)/Symbiosis:At 1st level, a synergist gains the ability to meld or unmeld with her familiar as a standard action. While the familiar is melded, its body becomes part of the synergist’s and can’t be targeted or affected by any means (including ongoing effects), though the familiar can still communicate its feelings empathically. The symbiosis causes the synergist to adopt some basic physical features of the familiar and grants additional abilities based on the synergist’s level.

 At 1st level, during symbiosis the synergist gains darkvision or low-light vision if the familiar possesses it.

 At 5th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape I, except flight.

 At 8th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape II. If the familiar can fly, the synergist can fly for a total of 1 minute per witch level she possesses per day while in symbiosis. This duration need not be consecutive, but it must be spent in 1-minute intervals.

 Additionally, during symbiosis the synergist gains a single natural attack of a type possessed by its familiar. The attack deals 1d6 points of damage if a primary attack (1d6 for Small synergists) and 1d4 points of damage if a secondary attack (1d3 for Small synergists).

 At 11th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape III. If the familiar can fly, the synergist can fly for an unlimited amount of time each day while in symbiosis.

 At 14th level, during symbiosis the synergist gains any abilities the familiar possesses that are listed under beast shape IV. If the familiar has multiple natural attacks, the synergist gains them all, rather than just one.

 This ability replaces the hexes gained at 1st, 8th, and 14th level.

Vellemancer Vellemancer

出典 Blood of the Coven 17ページ
 While the popular stereotype envisions witches as wicked spellcasters sowing misery, many people turn to the arcane to heal others and better the world. The vellemancer is a guide, using her witchcraft to empower and teach others. She rarely dispenses every gift a needy soul asks, but she instead offers the advice, opportunities, and tools people require to achieve their own dreams.

 Keen Counselor(超常)/Keen Counselor:The vellemancer is a guide and counselor. She adds Diplomacy and Sense Motive to her list of class skills. If a vellemancer’s alignment becomes evil, she loses access to all the unique abilities provided by this archetype.

 Invested Hex(超常)/Invested Hex:At 2nd level, a vellemancer learns to invest magical aid into a willing creature. Each day, she can implant a number of hexes equal to half her witch level (minimum 1) plus her Intelligence bonus (if any). Any given creature can have only one hex implanted at a given time, and implanting a new hex ends the previous one (the witch still loses the use of this ability she spent on the previous hex). Only beneficial hexes capable of affecting another creature can be implanted with invested hex, and this counts against the uses per day of hexes with limited uses per day or per creature.

 To implant a hex, the vellemancer must take a standard action and touch a willing creature. The vellemancer can activate the hex as a free action, or the hex can activate automatically when a single predetermined condition is met (decided when the hex is implanted). The subject must be within medium range (100 feet + 10 feet per level) for the witch to trigger the hex, but a predetermined condition can activate the hex regardless of range. An implanted hex lasts until the next time the witch regains her spells. Once triggered, a hex is no longer implanted and can’t be triggered again.

 This replaces the hex normally gained at 2nd level.

 Wishgranter(超常)/Wishgranter:Beginning at 6th level, a vellemancer can borrow mental strength from others’ hopes and dreams to empower her own spellcasting. A creature can make a wish as a free action at any time, even during the vellemancer’s turn. The vellemancer must be able to hear and understand a wish in order to use it as a spell component. A spell that doesn’t normally have a verbal component gains one when cast using this ability. A wish doesn’t need to mention the name of a specific spell, but it must describe an outcome that can be accomplished by casting a spell the vellemancer knows (for example, wishing to be more likable could supply the verbal component for alter self, eagle’s splendor, or even baleful polymorph, depending on the results). A vellemancer gains a +1 bonus to her caster level when using a creature’s wish as a verbal component in this manner, but she cannot include herself as a target of such spells. She can be affected by such a spell if it affects an area rather than one or more targets. A vellemancer is under no compulsion to grant a creature’s wish. Once the vellemancer grants a creature’s wish using this ability, she cannot use this ability to grant that creature any further wishes for 24 hours.

 This replaces the hex gained at 6th level.

 Expanded Wishgranter(超常)/Expanded Wishgranter:At 8th level, the vellemancer adds the following spells to her familiar for free: bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, and owl’s wisdom. The vellemancer can cast these spells only as part of her wishgranter ability, but she can sacrifice any prepared spell of 2nd level or lower to spontaneously cast one of these spells.

This replaces the hex normally gained at 8th level.

Veneficus Witch Veneficus Witch

出典 People of the River 8ページ
 Veneficus witches specialize in poisons—brewing both magical and traditional concoctions, and applying them to weapons, traps or even her potent hexes. Whether they’re members of Daggermark’s Poisoners’ Guild or followers of Gyronna, veneficus witches are commonly found in the River Kingdoms.

 Poisoner/Poisoner:A veneficus witch can select the following alchemist discoveries as hexes, major hexes, or grand hexes, as indicated below. The witch’s effective alchemist level is equal to her witch level for the purpose of qualifying for these discoveries. Unless otherwise noted, these alchemist discoveries can be located in the Pathfinder RPG Advanced Player’s Guide.

 Hexes: Concentrate poison, poison conversion (Pathfinder RPG Ultimate Combat 24), sticky poison.
Major Hexes: Malignant poison (Pathfinder Player Companion: Dungeoneer’s Handbook 27), nauseating flesh (Ultimate Combat 24).

 Grand Hexes:Poison touch (grand discovery).

 Poison Use(変則)/Poison Use:At 2nd level, a veneficus witch cannot accidentally poison herself when applying poison to a weapon.

 Toxic Words(変則)/Toxic Words:At 2nd level, whenever a veneficus witch targets a single creature with a hex, she can imbue her hex with a dose of injury or contact poison she is holding. The DCs of her hex and the poison are each reduced by 2; if the creature fails its save against the hex, the poison is expended and the creature must succeed at a Fortitude save against the poison or become poisoned. At 10th level, the DC of the witch’s hex and poison are each reduced by only 1 and the witch can imbue her hexes with inhaled and ingested poisons as well. This ability replaces the witch’s 2nd- and 10th-level hexes.

 Hexes:The following witch hexes complement the veneficus witch archetype: blight, cauldron, disguise, poison steep.

 Major Hexes:The following major hexes complement the veneficus witch archetype: cook people, witch’s brew.

 Grand Hex:The following grand hex complements the veneficus witch archetype: eternal slumber.

Venom Siphoner Venom Siphoner

出典 Potions and Poisons 10ページ
 Witches are no strangers to poisons, using them alongside their various brews, curses, spells, and other tools of the trade. A number of witches are masters of poison, receiving toxic gifts that allow them and their familiars to use poison in unparalleled manners.

 Poisonous Familiar(変則)/Poisonous Familiar:The venom siphoner chooses either her familiar’s bite attack or its claw attacks; once chosen, this selection can’t be changed. The chosen natural attack gains the following poison ability: Siphoner Poison: Natural attack—injury; save Fort DC 10 + half the witch’s level + the witch’s Intelligence modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

 Familiars without an appropriate natural attack instead gain the ability to spit the poison as a ranged touch attack. This spit attack deals no damage, but it exposes the struck creature to the poison, forcing it to attempt a saving throw to resist the poison as normal. If the familiar already has a poison, the witch can instead empower its poison. An empowered poison’s frequency increases by 50%. If the witch ever replaces her familiar, she must choose how this ability applies to her new familiar as soon as she receives it.

 This replaces the hex gained at 1st level and the familiar’s alertness special ability.

 Venom Expert(変則)/Venom Expert:At 2nd level, a venom siphoner does not risk exposure to her familiar’s poison when attempting to milk venom from it (see page 142 of Pathfinder RPG Ultimate Wilderness). This replaces the hex gained at 2nd level.

 Toxic Blood(変則)/Toxic Blood:At 6th level, the venom siphoner’s blood becomes toxic, empowering her abilities. Any creature that deals bleed damage to her with a natural, light, or one-handed weapon is automatically exposed to the same poison granted to her familiar and must succeed at the save or be affected by the poison. Additionally, when casting spells that have a single target and require a Fortitude save, she can cause the spell to deliver this poison as a free action; a target who succeeds at the save against the spell also avoids being affected by the poison. She can cause spells to deliver poison in this way a number of times per day equal to 3 + her Intelligence modifier. This ability refreshes when the venom siphoner communes with her familiar to prepare her daily spells. This replaces the hex gained at 6th level.

White-Haired Witch White-Haired Witch

出典 Dragon Empires Primer 23ページ
 A white-haired witch concentrates her mysterious powers on improving her prowess in melee, using feats of agility and her prehensile hair to deal extreme damage. Rogue talents and advanced rogue talents marked with an asterisk (*) can be found in the Pathfinder RPG Advanced Player’s Guide. The white-haired witch is an archetype of the witch class.

 White Hair(超常)/White Hair:At 1st level, a white-haired witch gains the ability to use her hair as a weapon. This functions as a primary natural attack with a reach of 5 feet. The hair deals 1d4 points of damage (1d3 for a Small witch) plus the witch’s Intelligence modifier. In addition, whenever the hair strikes a foe, the witch can attempt to grapple that foe with her hair as a free action without provoking an attack of opportunity, using her Intelligence modifier in place of her Strength modifier when making the combat maneuver check. When a white-haired witch grapples a foe in this way, she does not gain the grappled condition.

 At 4th level and every four levels thereafter, a whitehaired witch’s hair adds 5 feet to its reach, to a maximum of 30 feet at 20th level.

 The hair cannot be sundered or attacked as a separate creature. In addition, a white-haired witch further improves her ability to control her hair as she progresses in level, gaining the following abilities.

 Constrict(変則)/Constrict:At 2nd level, when the white-haired witch’s hair successfully grapples an opponent, it can begin constricting her victim as a free action, dealing damage equal to that of its attack.

 Trip(変則)/Trip:At 4th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to trip the creature as a free action.

 Pull(変則)/Pull:At 6th level, a white-haired witch who successfully strikes a foe with her hair can attempt a combat maneuver check to pull the creature 5 feet closer to her as a free action.

 Strangle(変則)/Strangle:At 8th level, when the white-haired witch’s hair is grappling with an opponent, that creature is considered strangled, and cannot speak or cast spells with verbal components.

 This ability replaces hex.

 Rogue Talents/Rogue Talents:At 10th level, a white-haired witch learns a rogue talent, using her white-haired witch level in place of her rogue level. At 12th level and for every two levels thereafter, she gains an additional rogue talent. A whitehaired witch cannot select an individual rogue talent more than once, and can select from among the following: assault leader*, combat trick, finesse rogue, major magic, minor magic, positioning attack*, resiliency, surprise attack, and weapon training. At 18th level and 20th level, a white-haired witch can choose from among the following advanced rogue talents: another day*, defensive roll, improved evasion, opportunist, redirect attack*, slippery mind, and thoughtful reexamining*. This ability replaces major hex and grand hex.

Witch-Watcher Witch-Watcher

出典 Heroes of the High Court 9ページ
 For reasons known only to them, witch-watchers offer protection to nobles across Golarion. While they serve openly in Irrisen and Varisia, they watch from the shadows in courts in Brevoy, Mendev, the River Kingdoms, and Ustalav, where their presence is barely tolerated.

 Diminished Spellcasting/Diminished Spellcasting:A witch-watcher gains one fewer spell of each level than normal. If this reduces the number to zero, she can cast spells of that level only if her Intelligence score is high enough to grant bonus spells of that level.

 This alters the witch’s spellcasting.

 Covenant Ally(超常)/Covenant Ally:Once per day when preparing her spells, a witch-watcher makes a covenant with her patron to provide protection to a single creature, known as her covenant ally. As a standard action when her covenant ally is within 30 feet, a witch-watcher can grant it one of the abilities listed below. Unless otherwise noted, each ability lasts for a number of minutes equal to the witch-watcher’s Intelligence modifier. She can grant a number of abilities per day equal to 1/2 her witch level (minimum 1).

 Health/Health:The covenant ally gains a number of temporary hit points equal to the witch-watcher’s witch level + her Intelligence modifier (minimum 1). The temporary hit points from this ability do not stack with themselves, but additional uses cause the total number of temporary hit points and the duration to reset.

 Safeguard/Safeguard:The covenant ally gains a deflection bonus to AC or a resistance bonus on saving throws equal to 1/2 the witch-watcher’s witch level (minimum 1). When given, this bonus can be divided between the AC and saving throws as the witch-watcher wishes, up to a maximum of +5 for either.

 Solace/Solace:The witch-watcher temporarily disrupts a spell affecting her covenant ally by succeeding at a dispel check against the spell, as per dispel magic. The ability suppresses a spell effect for a number of rounds equal to the witchwatcher’s Intelligence modifier (minimum 1). If the spell affects multiple creatures, this ability suppresses the spell effect only for the covenant ally. At the end of this duration, the spell resumes and the suppressed rounds do not count against its total duration. This ability has no effect on spells that are instantaneous or have a duration of permanent.

 Spell Resistance/Spell Resistance:The covenant ally gains spell resistance equal to 6 + the witch-watcher’s witch level for a number of rounds equal to the witch-watcher’s Intelligence modifier. At 10th level, the spell resistance increases to 11 + the witch-watcher’s witch level. The spell resistance cannot be suppressed, but it doesn’t affect spells cast by the witch-watcher.

Wyrm Witch Wyrm Witch

出典 Legacy of Dragons 15ページ
 Though a dragon derives no power from accumulating precious metals and gems, its desire to acquire and maintain vast piles of valuables is an important part of its personality. Some witch covens, particularly those in rich mercantile nations like Druma or Katapesh, have learned to use treasure to access other draconic powers.

 Draconic Patronage/Draconic Patronage:A wyrmwitch must select one of the following patrons when he gains this archetype. Only witches with the wyrmwitch archetype can select these patrons

 Chromatic/Chromatic:2nd - cause fear, 4th - hold person, 6th - suggestion, 8th - aura of doomUM, 10th - dominate person, 12th - geas/quest, 14th - mass hold person, 16th - frightful aspectUC, 18th - overwhelming presence

 Esoteric/Esoteric:2nd - memory lapseAPG, 4th - psychic readingOA, 6th - nondetection, 8th - hypercognitionOA, 10th - mind probeOA, 12th - telepathy, 14th - insanity, 16th - screen, 18th - bilocationOA

 Imperial/Imperial:2nd - endure elements, 4th - gust of wind, 6th - hyraulic torrentAPG, 8th - obsidian flowUC, 10th - fickle windsUM, 12th - move earth, 14th - reverse gravity, 16th - wall of laveAPG, 18th - world waveAPG

 Metallic/Metallic:2nd - protection from evil, 4th - weapon of aweAPG, 6th - heroism, 8th - dispel evil, 10th - commune, 12th - greater herosim, 14th - limited wish, 16th - holy aura, 18th - miracle

 Outer/Outer:2nd - deja vuOA, 4th - darkness, 6th - blink, 8th - black tentacles, 10th - mindwipeOA, 12th - shadow walk, 14th - lunar veilUM, 16th - orb of the voidUM, 18th - weird

 Primal/Primal:2nd - burning hands, 4th - elemental touchAPG, 6th - elemental auraAPG, 8th - planar adaptationAPG, 10th - elemental body II, 12th - chain lightning, 14th - vortexAPG, 16th - polar ray, 18th - fiery bodyAPG

 Wyrmwitch's Hoard/Wyrmwitch's Hoard:Unlike traditional witches, a wyrmwitch does not have a familiar. Instead, a wyrmwitch develops a metaphysical link with a bonded hoard of treasure that serves as a conduit to the wyrmwitch’s patron. A wyrmwitch’s hoard must have a value of 50 gp plus 100 gp for every character level he has beyond 1st. Only nonmagical objects that are not alchemical items, weapons, armor, or useful tools can be part of a wyrmwitch’s hoard. If the hoard falls below this value, the wyrmwitch cannot sleep on his hoard (see below) or add new spells to it until its value is restored.

 A wyrmwitch’s spells come from this link with his hoard, and its ability to hold spells functions in a manner identical to the way a witch’s spells are normally granted by a familiar. A wyrmwitch can add spells to his hoard in a similar fashion to the way conventional witches store spells in their familiars. A witch’s familiar and a wyrmwitch’s hoard can exchange spells in the same way two normal witch familiars do. Also, a witch can add a spell to his hoard from a wizard’s spellbook, if the spellbook is kept in the hoard and the spell is on the witch’s class spell list. The wyrmwitch must sleep on the spellbook in his hoard for a number of days equal to the spell’s level, after which he must succeed at a Spellcraft check (DC = 15 + spell level) to learn the spell. No matter the result, the spell is erased from the spellbook.

 A wyrmwitch must commune with his hoard to ready his body and mind for casting spells. If he does not spend at least 8 hours resting atop his hoard prior to preparing spells, he must attempt a concentration check anytime he attempts to cast a spell (DC = 20 + the spell’s level). If the wyrmwitch does prepare spells after properly sleeping on his hoard, he gains the ability to call on his hoard to cast any one spell it is holding and that he is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wyrmwitch, including when determining casting time, duration, and other effects dependent on the wyrmwitch’s level. This spell cannot be modified by metamagic feats or other abilities.

 This ability replaces witch’s familiar.

最終更新:2020年12月17日 22:25