( ⇪ Classes )

In many ways, the witch is the antithesis of the modern world presented in this setting. The arcane counterpart of the druid, a witch (regardless of gender) is fiercely connected to nature, especially to beasts and the unknowable connections between different forms of life. This is most exemplified in the witch’s familiar companion, a strange beast which is in many ways identical to a wizard’s familiar, but is otherwise more similar to a druid’s animal companion. A witch’s familiar is more than a friend, it’s a piece of their being, a receptacle of their memories and emotions, an extension of their will, and a symbol of their power.

Adventures: Each witch over the course of their career refines a nebulous undefined grand “question” which drives their progress as a witch. The question might be cosmic, personal, relational, factual, or any combination of these and more, but is never easy to answer. Witches quest and become explorers and adventurers in search of their “answer” to this question.

Characteristics: Witches connect to the natural world through their magic and their familiar companion (a trait typically associated with Wisdom), they enforce their will upon the world to use that magic (which requires Charisma), and they continually seek knowledge and truth (a trait typically associated with Intelligence).

Alignment: All witches are chaotic, but tend towards chaotic neutral (Path of Autonomy). They view the universe as a mystery to be unraveled, and don’t care much for institutions and rules that restrict their freedom to think for themselves. Good witches are scholars fascinated with knowledge for its own sake. Evil witches hoard the secrets of the universe and use them as a tool to acquire prestige, power, and access to deeper lore.

Religion: Most witches worship Baccob, the god of magic and knowledge, and dream of someday seeing Baccob’s Library of Lore. A few worship Vecna (the god of secrets) or Maanzecorian (illithid god of knowledge and philosophy). However, many witches worship no deity, seeing the tenets and motives of a religion to be counterproductive to acquiring knowledge for themselves.

Background: Most witches come from cultures which venerate libraries, the wilderness, and the stars. Many apprentice under a more powerful witch, wizard, or druid for decades (or even centuries), although they often are frustrated by a wizard mentor’s innate talent for weaving arcane writing into real magic, or a druid’s effortless connection to the wilds. A few witches are tempted to multiclass into druid, wizard, or beguiler because of thematic similarities. Many witches enter the Master Alchemist prestige class (MoF p34) at some point.

Races: Among the most-civilized races, humans, elves, dream dwarves, illumians, killoren, and bhukas are the most likely to become witches, as they are more likely to be open-minded about the nature of truth or more connected to the wilds. Most witches you encounter though will be among the monstrous races, such as menta cyclopeans (especially primordial menta cyclopeans), adu’jas, volodnis, slyth, and even some particularly charismatic orcs and other low-charisma monstrous races.

Other Classes: Witches frequently correspond with druids, wizards, spirit shamans, totemists, mystics, binders, truenamers, and even masters and monks in the course of their studies, all of whom are valuable resources in their search for their “answer”.

Role: A witch largely serves as a support and utility role in an adventuring group, having their familiar companion and summoned creatures do most of the heavy lifting in combat and to protect themselves. Because guns are simple weapons, you’re more likely to see a witch carry a pistol or rifle for limited rechargeable self-defense instead of a more traditional melee weapon. Only once a witch has access to powerful curses and self-enhancement spells do they enter melee.

Game Rule Information

Witches have the following game statistics.

Abilities: Charisma determines how powerful a spell a witch can cast, how many spells a witch can cast per day, and how hard those spells are to resist (see Spells, below). A witch’s Intelligence helps them be effective at identifying creatures with their Knowledge Devotion ability. Like a sorcerer or wizard, a witch benefits from high Dexterity and Constitution scores.

Alignment: Any chaotic. A witch’s powers come from their ethos of self-direction, stimulation, hedonism, and universalism (some aspects more-so than others).

Hit Die: d4

Starting gold: As Sorcerer

Class Skills

The witch’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Intimidate (Cha), Knowledge (all, taken individually) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Use Magic Device (Cha).

Skill Points at Each Level: 8 + Int modifier (includes the normal increase)

Table: The Witch
NPC Lvl BAB Fort Save Ref Save Will Save Special SP/Day Max Level
1st +0 +0 +0 +2 Armored Mage, Summon Familiar Companion, Wedded to History 3 1st
2nd +1 +0 +0 +3 Apostasy, Improved Familiar 5 1st
3rd +1 +1 +1 +3 Brew Potion, Familiar Receptacle (memories) 8 1st
4th +2 +1 +1 +4 Magical Artisan (Brew Potion) 14 2nd
5th +2 +1 +1 +4 Advanced Learning 19 2nd
6th +3 +2 +2 +5 Knowledge Devotion 29 3rd
7th +3 +2 +2 +5 Familiar Receptacle (spells) 37 3rd
8th +4 +2 +2 +6 51 4th
9th +4 +3 +3 +6 Advanced Learning 63 4th
10th +5 +3 +3 +7 81 5th
11th +5 +3 +3 +7 Potion Mastery 97 5th
12th +6 / +1 +4 +4 +8 115 6th
13th +6 / +1 +4 +4 +8 Advanced Learning 131 6th
14th +7 / +2 +4 +4 +9 149 7th
15th +7 / +2 +5 +5 +9 Familiar Receptacle (sacrifice) 165 7th
16th +8 / +3 +5 +5 +10 183 8th
17th +8 / +3 +5 +5 +10 Advanced Learning 199 8th
18th +9 / +4 +6 +6 +11 217 9th
19th +9 / +4 +6 +6 +11 233 9th
20th +10 / +5 +6 +6 +12 Baccob’s Favor 249 9th

Class Features

All the following are class features of the witch.

Weapon and Armor Proficiency: witches are proficient with all simple weapons. Witches are proficient with light armor, but not with shields.

Spells: A witch casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the witch spell list given below. He can cast any spell he knows without preparing it ahead of time the way a cleric or wizard must. When a witch gains access to a new level of spells, he automatically knows all the spells for that level listed on the witch’s spell list. Essentially, his spell list is the same as his spells known list. Witches also have the option of adding to their existing spell list through their advanced learning ability as they increase in level (see below).

To cast a spell, a witch must have a Charisma score of 10 + the spell’s level (Cha 10 for 0-level spells, Cha 11 for 1st level spells, and so forth). The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell’s level + the witch’s Charisma modifier. Like other spellcasters, a witch can cast only a certain number of spells of each spell level per day. His base daily spell point allotment is the same as a sorcerer. In addition, he receives bonus spell points for a high Charisma score.

Unlike a cleric or a wizard, a witch need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spell points required that spell level.

Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. A witch’s limited focus and specialized training, however, allow you to avoid any chance of arcane spell failure as long as you restrict yourself to light armor. This training does not extend to any other form of armor, nor does this ability apply to spells gained from other spellcasting classes.

Familiar Companion: You can summon and start play with a familiar. This ability counts as a wizard’s summon familiar ability or as the druid’s animal companion ability in all ways (meaning it can be traded out with an Alternative Class Feature), with the following exceptions:

  • A familiar companion counts as both a familiar and as an animal companion, and gains all of the benefits of an animal companion based on class level as if you were a druid (in addition to the normal benefits granted to a familiar based on class level as if you were a wizard).
  • You still choose your familiar from the list of familiars available to a wizard or sorcerer (and later the Improved Familiar lists).
  • It does not have a normal animal companion’s Link ability nor does it have tricks (or gain bonus tricks).
  • Use the familiar rules for determining saves, but the animal companion rules for determining bonus hit dice and hit points.
  • You can transform your current familiar into another familiar you qualify for by using the same ritual as for summoning a familiar over again.
  • Spells you cast on it ignore any creature type requirements in the spell’s target line (except for the awaken spells).
  • It is a familiar for all other rules purposes (such as an animal familiar being a magical beast).

Wedded to History: If you take this class at your first hit die, you gain the Wedded to History feat (Dragon Magazine #354, p. 54) as a bonus feat if you do not already have it, and with it you gain the endless quality. If you do not take this class at your first hit die, you instead gain this feat at your 11th level in this class. A witch has such a strong connection with nature that they do not age.

Apostasy (Sp): When you reach 2nd level, you unlock knowledge of powerful divine magics, and all of your summoned creatures (including your familiar) now understand your words as if you shared a language even if the creature does not have an intelligence score of 3 or higher. You add the following sanctified spells (Book of Exalted Deeds, p. 83) to the witch spell list at the spell level listed below and may cast them as arcane spells without their sacrifice, abstinence, or divine focus components, even if you wouldn’t normally be qualified to cast them because of your class, alignment, or your deity’s alignment. You must still be able to cast witch spells of that level. However, intelligent good-aligned outsiders instinctively divine the presence (but not location) of a non-good witch with this class feature if the witch is within 100 ft, even through barriers such as lead or stone.

  • divine inspiration (1st)
  • twilight luck (1st)
  • vision of punishment (1st)
  • luminous armor (2nd)
  • path of the exalted (2nd unlike normal for the spell)
  • celestial aspect (3rd)
  • telepathy tap (3rd)
  • animate with the spirit (4th, but the outsider can be any alignment)
  • luminous armor, greater (4th)
  • inquisition (5th)
  • exalted raiment (6th)

Improved Familiar: If you can summon a familiar companion, you gain Improved Familiar as a bonus feat at 2nd level, and your caster level from witch levels is doubled for the purposes of qualifying for a particular familiar.

Brew Potion: You gain the Brew Potion feat as a bonus feat at 3rd level. Unlike normal for this feat, for the purposes of creating potions you may treat spells you’ve deciphered (from scrolls and spellbooks, etc) as spells on your class spell list (and thus available to be cast into the potion). Brewing a potion from a scroll does not expend the scroll. You must have physical access to that scroll or spellbook while crafting the potion.

Familiar Receptacle: At 3rd level, your familiar can store memories for you vividly and retrieve them for you, as if it had the Photographic Memory ability of a Personal AI. At 7th level, your familiar can store spell points for you similar to a Memento Magica (SpC p164), able to store SP equivalent to one spell level lower than your highest level witch spell you can cast. When you touch your familiar companion and activate this ability with a command word, you immediately recover that much SP as well as all ZP. At 15th level, your familiar’s loyalty and devotion allows it to sacrifice itself to save your life. If able to reach your body within 1 round of your death, your familiar can unleash a conflagration of positive energy that consumes it utterly but returns you to life, unconscious but stable and removing all wounds. You suffer none of the ill effects that normally come from returning to life (including level loss), but you automatically lose the full 200 XP per class level for the death of your familiar. Due to the special nature of its sacrifice you can summon a new familiar after waiting only one month.

Magical Artisan (Brew Potion): You gain the “Magical Artisan (Brew Potion)” feat (Player’s Guide to Faerûn, p. 41) as a bonus feat at 4th level.

Advanced Learning (Ex): At 5th, 9th, 13th, and 17th levels, a witch can add a new spell to his list, representing the result of personal study and experimentation. The spell must be a spell of the divination school from any spell list, and of a level no higher than that of the highest-level spell the witch already knows. You cast these spells as arcane spells, ignoring any need for a divine focus. Once a new spell is selected, it is forever added to that witch’s spell list and can be cast just like any other spell on the witch’s list.

Knowledge Devotion: You gain the Knowledge Devotion feat as a bonus feat at 6th level.

Potion Mastery (Ex): At 11th level, when you craft a potion, you determine its caster level for crafting normally (including the benefits of Magical Artisan), but after it’s completed its actual caster level may be set as up to three levels higher from crafting (max CL 20).

Baccob’s Favor (Su): Upon reaching 20th level, Baccob has recognized your humble desire for knowledge (even if you don’t worship Boccob) and allows you to access his Library of Lore in the Outlands, bypassing The Great Seal (because if anyone knows how to bypass The Great Seal, it’s the god of magic). At-will as a standard action, you may teleport yourself and your familiar companion to a private room in the library (which only you and Baccob can access). You are allowed to research any topic here (although Baccob may forbid access to certain knowledge). Your private room likewise allows you to teleport from there to any location on the material plane which would qualify as “very familiar” to you (as in a teleport spell). Both of these teleportation effects cannot be prevented in any way (except by Baccob). Once per month, you may as a free action telepathically ask Baccob an open-ended question and get a completely truthful answer (although Baccob may refuse to answer certain questions or specifics). Baccob gives you this answer telepathically over the next minute, at the normal speed of speech. If Baccob refuses to answer a question entirely, you do not expend your question for that month.

Witch Spell List

NOTE: Spells on this spell list cannot have the version on this list chosen for the Extra Spell feat.

GM’s Note: Per Maginomicon’s House Rules, all summoning spells with a listed duration of “1 round/level” instead have a duration of “2 rounds + 1 round/level”.

0-Level (16 spells): amanuensis (SpC) , cure minor wounds , deathwatch , deftness (Dragon Magazine #302, p.49) , detect evil , detect good , detect law , detect magic , detect poison , know direction , naturewatch (SpC) , omen of peril , prestidigitation , purify food and drink , read magic , speak with animals

1st Level (17 spells): beast claws (SpC) , bless water , blood wind (SpC) , charm person , curse of ill fortune (SpC) , curse water , familiar pocket (SpC, except it can affect up to a large familiar) , familiar’s sense (D280 p62) , magic fang , mount , share life (D280 p63) , speak with plants , summon component (CM) , summon nature’s ally i , summon undead i (SpC) , traveler’s mount (SpC) , winged watcher (CSco, except the duration is 1 hour/level or until dismissed).

2nd Level (16 spells): align fang (SpC) , augury , augment familiar (SpC) , binding winds (SpC) , curse of impending blades (SpC) , energize potion (BoED) , know vulnerabilities (SpC) , leap into animal (MoE, except you can instead target your familiar and the duration is 1 day/level or until dismissed) , lesser mana restoration , see invisibility , speak with dead , spectral hand , summon swarm , summon nature’s ally ii , summon undead ii (SpC) , quick potion (SpC).

3rd Level (15 spells): arcane sight , bedevil (CoR) , call familiar (D280 p63) , clairaudience/clairvoyance , detect curse (OA) , dispel magic , enhance familiar (SpC) , fortify familiar (SpC) , greater magic fang , magic circle against evil , magic circle against good , magic circle against law , nondetection , summon nature’s ally iii , summon undead iii (SpC).

4th Level (13 spells): charm monster , cursed blade (SpC) , detect scrying , dimensional anchor , discern lies , displacer form (SpC) , divination , gaseous form , mana restoration , scrying , summon nature’s ally iv , summon pest swarm (Ci) , summon undead iv (SpC).

5th Level (11 spells): commune , greater dispel magic , heal animal companion (SpC) , hold monster , mass curse of ill fortune (SpC) , overland flight , greater spectral hand (D304 p36) , stone tell , summon nature’s ally v , summon undead v (SpC) , teleport .

6th Level (8 spells): eyes of the king (SpC) , familiar refuge (CM) , imbue familiar with spell ability (SpC) , legend lore , planar binding , probe thoughts (SpC) , summon nature’s ally vi , true seeing .

7th Level (6 spells): banishment , greater bestow curse (SpC) , greater arcane sight , greater scrying , mass hold person , summon nature’s ally vii.

8th Level (5 spells): discern location , illusion purge , greater planar binding , mass charm monster , summon nature’s ally viii.

9th Level (5 spells): abyssal army (SpC) , foresight , soul bind , summon elemental monolith (SpC) , summon nature’s ally ix .


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