Prerequisites

Alignment: Any.
Class: Druid
Skills: Survival 5 ranks
Special: Training by a witch of the wilds.

Description

Hit die: d6.
Spell progression: Full divine caster progression.

 

 

BAB

Fort

Ref

Will

Special

1

+0

+0

+0

+2

Tongue of the Wild

2

+1

+0

+0

+3

Witches’ Brew

3

+1

+1

+1

+3

Curse of the Witch

4

+2

+1

+1

+4

Vile Roots (3/day)

5

+2

+1

+1

+4

Tongue of the Wild (Suggestion)

6

+3

+2

+2

+5

Cackle (1/day)

7

+3

+2

+2

+5

On Wings of Black

8

+4

+2

+2

+6

Skin of the Beast

9

+4

+3

+3

+6

Spellbind

10

+5

+3

+3

+7

On Wings of Magic

11

+5

+3

+3

+7

Timeless

12

+6

+4

+4

+8

Vile Roots (at will)

13

+6

+4

+4

+8

Cackle (3/day)

14

+7

+4

+4

+9

Eternal Slumber

15

+7

+5

+5

+9

Tongue of the Wild (Dominate)

16

+8

+5

+5

+10

Spirit Call

17

+8

+5

+5

+10

Damnation

18

+9

+6

+6

+11

Forbidden Secrets

 

Unless noted otherwise, save DCs for witch abilities are equal to 10 + ½ witch level + ½ druid level + wisdom modifier. Druid and witch levels stack for the purpose of caster level, both for druid spells and witch abilities.

 

Cackle (Sp [Fear, mind-affecting])

Components: V
Target: All hostile creatures within 60 ft.
Duration: 1 round / level
Save: Will negates
Spell Resistance: No

As a standard action, the witch may cackle madly. All enemy creatures within 60 ft. are subject to a fear effect and try to flee in terror. At first, the witch may use this ability once per day. At 13th level, she may use this ability three times per day.

Curse of the Witch (Sp)

Components: V
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Save: Will negates
Spell Resistance: No

As a standard action, a witch may speak a curse over a single living creature once per day, reducing all ability scores of the target by 2.

The witch may choose one of the following in addition to the normal spell effects: (not modeled in NWN)

  • Animals shun the cursed creature and try to avoid it. If cornered, they might bark, fight or otherwise make life more difficult - in game terms, they are considered shaken and unfriendly if within 30 ft. Their attitude may be changed, though the shaken condition is not removed in doing so.

  • The cursed creature itches all over. Aside from being a general, permanent annoyance, this forces him to pass a DC15 concentration check every time he casts a spell.

  • The cursed creature adopts a nasty cough. Aside from being a general, permanent annoyance, this forces him to pass a DC15 concentration check every time he casts a spell.

  • Any food or drink the cursed creature consumes tastes bitter and foul. It must succeed on a will save DC10 to keep eating or drinking, though success does nothing against the taste.

  • The next time the cursed creature sleeps, it grows a score of hideous warts all over its body.

  • The cursed creature is followed by bad luck. Despite the odds, it is prone to be ambushed by brigands, located in just that one hamlet in the orc horde’s way, just next to the rothé herd to be eaten by a dragon, and held up in customs for a routine search.

 

At the discretion of a DM or all involved players, other effects in line with those listed here may be possible. All effects cannot be dispelled. It requires a successful Remove Curse, Break Enchantment, Limited Wish, Wish or Miracle spell, instead. The curse counts as a spell of the highest level the witch can currently cast in respect of being affected by Break Enchantment or similar effects.

Damnation (Sp)

Components: V
Target: 1 creature within 30 ft.
Duration: Instantaneous
Save: Will negates
Spell Resistance: No

Once per tenday, the witch can damn a single creature within 30 ft. unless it succeeds at a will save. Should an affected creature ever die, it is forced to suffer on the Fugue Plane for eternity, at the mercy of it’s inhabitants or preying fiends from elsewhere. It cannot move on to it’s own afterlife, nor can it be raised, not even with true resurrection, unless the curse is first broken through Miracle or Wish - after which the creature is still dead.

Eternal Slumber (Sp [Mind-affecting])

Components: V
Casting Time: Standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent (D)
Save: Will negates
Spell Resistance: No

As a standard action, a witch may cause a single creature to fall asleep forever. A will save negates this ability, but once asleep, nothing short of a wish or a miracle can wake the affected creature. The creature does not die due to thirst or starvation while slumbering. This is considered a mind-affecting effect and can be used once per day.

Forbidden Secrets (Sp)

On a full moon, a witch can perform a one hour ritual at night to replicate spell effects, as if casting Miracle or Wish. She cannot make use of any other effects of those spells, and does not require any material component.

On Wings of Black (Sp)

Once per day as a standard action, a witch may call upon the service of 3d4 ordinary ravens, to act as spies or harass her enemies. She can give specific orders by voice, though their intelligence may limit more complex instructions. The ravens appear within 3d6 rounds of calling and serve faithfully for one hour per level.

On Wings of Magic (Su)

A witch can fly, as the spell, as long as she has a suitably sized broom, cauldron, barrel or carpet to sit upon. If she ever falls off, both she and her medium of transportation begin to fall until they touch again.

Skin of the Beast (Sp)

Once per tenday, a witch may possess a single animal as if using a Magic Jar spell. The effect lasts for one full day or until the witch dismisses the effect. The witch does not require a focus to use this ability.

Spellbind (Sp [Mind-affecting])

By speaking for a full round, a witch may charm a single humanoid creature as with Charm Person. This is considered a language-dependant, mind-affecting ability and lasts only as long as the witch remains nearby, and for 1d10 minutes afterwards. She can use this ability at will, though only a single creature can be charmed at any given time.

Alternatively, through a one-hour ritual involving dances in moonlight and communing with spirits, a witch may bestow a Geas upon a single intelligent creature. This is considered a mind-affecting ability and lasts for one day per caster level level. This ability functions once per tenday, and only one Geas may be active at any given time. If the creature is not nearby, the witch may use this ability at range as long as she has some sort of physical connection to the creature - an important personal belonging, blood or hair. This variant is negated by a successful will save, and the only instruction given is a simple “Come to me” - the subject gains a reasonable impression of how to reach the witches’ home. That is, it will know what path to take at a crossroad, and the general direction it has to travel, though it cannot accurately describe the way. This variant ends once it reaches the witches’ home.

Spirit Call (Sp)

The witch can call forth the spirit of a dead creature with no more HD than her character level, through means of a one-hour ritual that can only be performed at night. The spirit retains all statistics of it’s previous life and gains the ghost template. The witch can either negotiate for the spirits service, or try to force it to her bidding, provoking a will save.

This works similar to a Planar Binding spell in terms of duration and possible commands or agreements, and can be used once per tenday. The witch must be able to uniquely identify the spirit to be called - through means of remains, by stating name and place of death, or similar circumstances.

Timeless (Ex)

The witch ages much slower than normal and cannot be magically aged. She’ll still die of old age eventually. In game terms; double all age categories.

Tongue of the Wild (Su)

A witch may communicate with animals as if under the effect of a Speak with Animals spell. This ability is always active. At 5th level, she may also pass a Suggestion to animals she is conversing with, as the spell. At 15th level, she may also dominate animals she is conversing with, as Dominate Monster - though the effect lasts only for one full day, and she can have no more than three animals dominated at any single time.

Vile Roots (Sp)

Components: V
Casting Time: Standard action
Range: Long (400 ft + 40 ft / level)
Area: Plants in a 15 ft. radius spread
Duration: 1 minute / level (D)
Save: Reflex partial, see text
Spell Resistance: No

The witch may cause plants nearby to entangle her enemies. Roots, grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled for two rounds on a failed save. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement, provoking new saving throws.

Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

A witch can use this ability three times per day. At 12th level, she can use this ability at will.

Witches' Brew (Ex)

A witch may create potions and oils at 75% of the normal cost, though only at night, and only with a suitable heavy cauldron.

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