Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Communing with that source, using her familiar as a conduit, the witch gains not only a host of spells, but a number of strange abilities known as hexes. As a witch grows in power, she might learn about the source of her magic, but some remain blissfully unaware. Some are even afraid of that source, fearful of what it might be or where its true purposes lie.

While many witches are recluses, living on the edge of civilization, some live within society, openly or in hiding. The blend of witches' spells makes them adept at filling a number of different roles, from seer to healer, and their hexes grant them a number of abilities that are useful in a fight. Some witches travel about, seeking greater knowledge and better understanding of the mysterious powers that guide them.

Starting Wealth

3d6 × 10 gp (average 105 gp). In addition, each character begins play with an outfit worth 10 gp or less.

The Witch
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Hex, patron spells, witch's familiar
2nd +1 +0 +0 +3 Hex
3rd +1 +1 +1 +3
4th +2 +1 +1 +4 Hex
5th +2 +1 +1 +4
6th +3 +2 +2 +5 Hex
7th +3 +2 +2 +5
8th +4 +2 +2 +6 Hex
9th +4 +3 +3 +6
10th +5 +3 +3 +7 Hex, major hex
11th +5 +3 +3 +7
12th +6 +4 +4 +8 Hex
13th +6 +4 +4 +8
14th +7 +4 +4 +9 Hex
15th +7 +5 +5 +9
16th +8 +5 +5 +10 Hex
17th +8 +5 +5 +10
18th +9 +6 +6 +11 Hex, grand hex
19th +9 +6 +6 +11
20th +10 +6 +6 +12 Hex

Class Features

All of the following are class features of the witch.

Weapon and Armor Proficiency

A witch is proficient with basic weapons, as well as any one of the following weapon groups:

(See the Weapons page for more information about weapons and weapon groups.)

(A character who does not begin as a witch at 1st character level does not gain these proficiencies.)

Witches are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail (see Arcane Spell Failure, on the Magic page, for details.)


A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.

To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is determined using the standard formula for spell save DCs (see the Magic page for details).

A witch can cast only a certain number of spells of each spell level per day. Her daily spell allotment is given on Table: Witch Spells Per Day.

A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.


Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and at every second level thereafter, as noted on Table: Witch. A witch cannot select an individual hex more than once.

Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The range of a hex is 60 feet unless otherwise noted. The save to resist a hex is equal to 10 + 1/2 the witch's level (or 1/2 the witch's total level in the mage class group, if she has levels in other mage classes) + the witch's Intelligence modifier.

A complete listing of witch hexes can be found on the Hexes page.

Patron Spells

At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the themes or concepts listed on the Patrons page. (Each patron is listed by its theme. The player should consult with their DM to determine the details of a witch's patron, such as its name, if any, and other aspects of its nature.)

At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen.

Witch Spells Per Day
Level 0th 1st 2nd 3rd 4th 5th 4th 7th 8th 9th
1st 3 1
2nd 4 2
3rd 4 2 1
4th 4 3 2
5th 4 3 2 1
6th 4 3 3 2
7th 4 4 3 2 1
8th 4 4 3 3 2
9th 4 4 4 3 2 1
10th 4 4 4 3 3 2
11th 4 4 4 4 3 2 1
12th 4 4 4 4 3 3 2
13th 4 4 4 4 4 3 2 1
14th 4 4 4 4 4 3 3 2
15th 4 4 4 4 4 4 3 2 1
16th 4 4 4 4 4 4 3 3 2
17th 4 4 4 4 4 4 4 3 2 1
18th 4 4 4 4 4 4 4 3 3 2
19th 4 4 4 4 4 4 4 4 3 3
20th 4 4 4 4 4 4 4 4 4 4

A complete listing of witch patrons can be found on the Patrons page.

Witch's Familiar

At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic.

See the Familiars page for more information on familiars, including a list of available familiars.

The abilities of a witch's familiar are determined by her total levels in the mage class group. A witch’s familiar only stores witch spells. All other spells (i.e. sorcerer or wizard spells) are stored normally, as noted in their class features. If a familiar is lost or dies, it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron (see patron spells).

A witch must commune with her familiar each day to prepare her spells. Familiars provide access all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.

See also Adding Spells to a Witch's Familiar, below.

Major Hex

Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever she can select a new hex. (See the Hexes page for a list of all available hexes.)

Grand Hex

Starting at 18th level, a witch can choose a grand hex whenever she can select a new hex. (See the Hexes page for a list of all available hexes.)

Witch Spells

See the Spells page for information about which spells have been modified from their Pathfinder versions.

The witch's spell list in the Worlds of Adventure campaign (not including those spells which may be researched or discovered; see the Spells page for more information) is as follows (spells marked with an asterisk are from the Advanced Player's Guide):

0th levelbleed, dancing lights, daze, detect magic, detect poison, guidance, light, mending, message, putrefy food and drink*, read magic, resistance, stabilize, touch of fatigue.

1st levelburning hands, cause fear, charm person, chill touch, command, comprehend languages, cure/inflict light wounds, detect secret doors, enlarge person, hypnotism, identify, ill omen*, inflict light wounds, mage armor, mask dweomer*, mount, obscuring mist, ray of enfeeblement, reduce person, sleep, summon monster I, unseen servant.

2nd levelalter self, augury, blindness/ deafness, cure moderate wounds, daze monster, death knell, delay poison, detect thoughts, enthrall, false life, fog cloud, gentle repose, glitterdust, hold person, inflict moderate wounds, levitate, scare, see invisibility, spectral hand, status, summon monster II, summon swarm, touch of idiocy, vomit swarm*, web, zone of truth.

3rd levelarcane sight, bestow curse, clairaudience/clairvoyance, deep slumber, dispel magic, fly, glyph of warding, heroism, lightning bolt, locate object, rage, ray of exhaustion, remove blindness/deafness, remove curse, remove disease, screech*, sepia snake sigil, share senses*, sleet storm, speak with dead, stinking cloud, suggestion, summon monster III, tongues, vampiric touch, water walk.

4th levelarcane eye, charm monster, confusion, crushing despair, cure serious wounds, death ward, detect scrying, dimension door, discern lies, divination, enervation, Evard's black tentacles, fear, geas (lesser), ice storm, inflict serious wounds, Leomund's secure shelter, locate creature, minor creation, neutralize poison, phantasmal killer, poison, scrying, solid fog, spite*, summon monster IV, threefold aspect*.

5th levelbaleful polymorph, blight, break enchantment, cloudkill, contact other plane, cure critical wounds, dominate person, feeblemind, hold monster, inflict critical wounds, magic jar, major creation, mark of justice, mind fog, overland flight, prying eyes, reincarnate, Leomund's secret chest, summon monster V, symbol of pain, symbol of sleep, telepathic bond, teleport, waves of fatigue.

6th levelanalyze dweomer, animate objects, cone of cold, cure light wounds (mass), dispel magic (greater), eyebite, find the path, flesh to stone, geas/quest, guards and wards, heroism (greater), inflict light wounds (mass), legend lore, raise dead, slay living, stone to flesh, suggestion (mass), summon monster VI, symbol of fear, symbol of persuasion, transformation, true seeing.

7th levelarcane sight (greater), chain lightning, control weather, cure moderate wounds (mass), harm, heal, hold person (mass), inflict moderate wounds (mass), insanity, Drawmij's instant summons, phase door, plane shift, power word blind, regenerate, scrying (greater), summon monster VII, symbol of stunning, symbol of weakness, teleport (greater), teleport object, vision, waves of exhaustion.

8th levelantipathy, charm monster (mass), clone, cure serious wounds (mass), demand, destruction, discern location, horrid wilting, inflict serious wounds (mass), Otto's irresistible dance, maze, mind blank, moment of prescience, power word stun, prying eyes (greater), resurrection, summon monster VIII, symbol of death, symbol of insanity, sympathy, trap the soul.

9th levelastral projection, cure critical wounds (mass), dominate monster, elemental swarm, foresight, hold monster (mass), inflict critical wounds (mass), power word kill, refuge, soul bind, storm of vengeance, summon monster IX, teleportation circle, wail of the banshee.

Adding Spells to a Witch's Familiar

In order to be able to prepare and cast a spell, a witch must add it to her familiar (similarly to the way that a wizard must add a spell to his spellbook). Witches can add new spells to their familiars through several methods. A witch can only add spells to her familiar if those spells belong to the witch’s spell list.

Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.

Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to DM discretion.

Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.

Witch variants ^

Witch Variants

The following are the class variants available to player character witches in the Worlds of Adventure campaign.

Beast-bonded ^


While all witches are intimately tied to their familiars, a beast-bonded witch’s craft focuses specifically on her familiar bond and developing the relationship with her patron through her familiar.

A beast-bonded witch has the following class features.

Enhanced Familiar (Su)

At 4th level, the beast-bonded witch’s connection with her familiar strengthens. For the purposes of determining her familiar’s powers and abilities, she treats her familiar as if she were two levels higher than her actual witch level.

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

Familiar Form (Sp)

At 8th level, a beast-bonded witch may take the shape of her familiar (or a giant version of her familiar or a similar kind of animal) as if using beast shape II. For example, a witch with a rat familiar can turn into a Tiny rat, Small dire rat, or a larger rodent; one with a cat familiar can turn into a Tiny cat or a Large feline such as a tiger or lion; one with a monkey familiar can turn into a Tiny monkey or a Large gorilla, and so on. The witch can use this ability at will, and can remain in animal form indefinitely.

This ability replaces the witch’s 8th-level hex.

Twin Soul (Su)

At 10th-level, if the witch or her familiar is gravely injured or about to die, the soul of the dying one immediately transfers to the other’s body. The two souls share the surviving body peaceably, can communicate freely, and both retain their ability to think and reason. The host may allow the guest soul to take over the body temporarily or reclaim it as a move action. They can persist in this state indefinitely, or the guest can return to its own body (if available) by touch, transfer into a suitable vessel (such as a clone), or take over another body as if using magic jar (with no receptacle).

This replaces the witch’s major hex at 10th-level.

Dimensional occultist ^


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.


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.

Dimensional Augmentation (Su)

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 (Sp)

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 (Ex)

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.

Gravewalker ^


Having much in common with necromancers, the gravewalker is obsessed with the occult manipulations of the dead, particularly mindless undead such as zombies. Unlike the creations of standard necromancers, a gravewalker’s creations remain forever tied to her will, and she can produce vile apparitions of tremendous power.

A gravewalker has the following class features.


A gravewalker replaces some of her patron spells with the following: 4th — command undead, 6th — animate dead, 12th — create undead, 14th — control undead, 16th — create greater undead.

These replace the patron spells.

Spell Poppet

Each gravewalker carries around a gristly, inanimate poppet stitched from human skin and stuffed with shards of bone, fingernails, and grave dirt. A gravewalker’s spells come from the will of evil spirits residing in the poppet, and its ability to hold spells functions in a manner identical to the way a witch’s spells are granted by her familiar. The gravewalker must commune with her poppet each day to prepare her spells and cannot prepare spells that are not stored in the poppet.

This ability replaces familiar.

The following familiar ability works differently for a gravewalker:

Deliver Touch Spells (Su)

At 3rd level or higher, a gravewalker can use her poppet to deliver touch spells. After casting a touch spell, as a full-round action, the witch can designate a target and stab a pin into her poppet, delivering the spell as a ranged touch attack. The target must be within range of her aura of desecration ability.

Aura of Desecration (Su)

At first level, a gravewalker can create a 20-foot-radius aura of evil power. This aura increases the DC of channeled negative energy by +1 and the turn resistance of undead by +1. At 3rd level and every 2 levels thereafter, the radius of the aura increases by 5 feet, to a maximum of 70 feet at 20th level.

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

Bonethrall (Su)

At 1st level, a gravewalker can take control of an undead creature within her aura of desecration by forcing her will upon it (Will negates, using her hex DC). If it fails the save, the creature falls under her control as if she had used command undead (once control is established, the undead remain controlled even if outside the witch’s aura). Intelligent undead receive a new saving throw each day to resist her command. The witch can control up to 1 HD of undead creatures per caster level. If an undead creature is under the control of another creature, the witch must make an opposed Charisma check whenever her orders conflict with that creature’s.

This replaces the witch’s hex gained at 4th level.

Possess Undead (Sp)

A gravewalker may take direct control of one of her undead minions within her aura of desecration, as if using magic jar; the witch’s poppet acts as the soul receptacle for this ability. The minion gets no saving throw against this ability.

This replaces the witch’s hex gained at 8th level.

Hedge witch ^


Among witches, there are those who devote themselves to the care of others and restrict their practices to the healing arts. They often take the place of clerics in rural communities and may wander the countryside servicing the needs of several small communities.

A hedge witch has the following class features.


A hedge witch’s patron is normally one with a healing theme.

Spontaneous Healing (Su)

A hedge witch can convert stored spells into healing spells that she did not prepare ahead of time. The witch can “lose” any prepared spell in order to cast any cure wounds spell of the same spell level or lower, even if she doesn’t know that cure spell.

This replaces the witch’s hex gained at 4th level.

Empathic Healing (Su)

A hedge witch can minister to a diseased or poisoned target, redirecting the affliction into herself. For a poisoned target, the witch must tend to him as a standard action; he makes his next saving throw against the poison as normal, but the witch suffers the effects of the failed save instead of the poisoned creature. For a diseased target, the witch must tend to the sick person for an hour; he makes his next saving throw against the disease as normal, but the witch suffers the effects of the failed save instead of the diseased creature. The witch does not actually become poisoned or diseased (and is not contagious and does not need to be cured), but suffers the effects of the affliction as if she had been. The witch normally uses this ability to extend the life of someone near death, giving him time to recover. This ability has no effect if the witch is immune to disease or poison.

This replaces the witch’s hex gained at 8th level.

Scarred witch doctor ^


The scarred witch doctor draws power from her ability to endure pain and suffering. She mutilates her own flesh, inflicting horrific scars, in order to attract the attention of her patron. Rather than call forth a familiar, she creates a repulsive fetish mask that she uses as a repository for her power.

A scarred witch doctor has the following class features:

Constitution Dependent

A scarred witch doctor uses Constitution instead of Intelligence when determining the highest level of spells she can cast, her spell save DCs, number of spells known at 1st level, and any effects of her hexes normally determined by her Intelligence.

Hex Scar

Whenever a scarred witch doctor learns a hex, she must carve or brand a symbol in her flesh to represent this hex. She can disguise these scars with mundane or magical means, but they cannot be permanently removed. The presence of these scars applies a modifier to reaction rolls, as appropriate for various cultures and societies.

Fetish Mask (Su)

At 1st level, a scarred witch doctor forms a bond with a wooden mask. As she gains power, her connection to this mask causes it to grow ever more hideous and grotesque as it absorbs the weight of the self-induced pain that underlies her magic. Her spells derive from the insights her patron grants her while she's enduring the cuts, burns, and other sorts of mutilations she inflicts upon herself. Her fetish mask acts in all ways like a witch's familiar for the purpose of preparing and gaining spells. Rather than communing with a familiar to prepare spells each day, a scarred witch doctor hangs her mask on a wall, tree branch, or something similar and contemplates the agony it represents.

When wearing her fetish mask, a scarred witch doctor gains a +2 circumstance bonus on Heal? and Intimidate? checks and gains a +2 bonus on saving throws against effects that specifically cause pain or have the pain descriptor. If the mask is destroyed, the witch doctor can create another fetish mask (which almost immediately adopts the shocking appearance of the original) for the same price and time it takes a witch to replace a dead familiar.

This ability otherwise functions like and replaces the standard witch familiar.

Scarshield (Su)

At 1st level, a scarred witch doctor learns how to harden her mutilated skin, gaining a +1 bonus to her natural armor. This bonus increases by +1 for every 4 levels of witch past the 1st that she possesses.

This ability replaces the witch's 1st-level hex.

Winter witch ^


A winter witch has the following class features.


Winter witches must choose a familiar that is native to the frozen north, even when they themselves operate in other regions. Traditionally, this limits winter witch familiar choices to bat, cat, fox, hawk, owl, rat, raven, or weasel. A winter witch who gains the Improved Familiar feat can select any familiar she desires, save for familiars with the fire subtype.


A winter witch adds ray of frost to her spell list, but does not automatically learn this cantrip.


A winter witch must choose her patron from one of the following patron themes: ancestors, deception, enchantment, occult, portents, stars, trickery, water, or winter.

Ice Magic

When a winter witch casts a spell with the cold descriptor, the save DC of the spell increases by +1. A winter witch cannot learn or cast spells with the fire descriptor at all.

Cold Flesh (Ex)

At 1st level, a winter witch gains endure elements as a constant spell-like ability, but only against cold temperatures. At 4th level, she gains cold resistance 5, making her comfortable in near-freezing temperatures. At 9th-level, this increases to cold resistance 10, at 14th level to cold resistance 20, and at 19th level it increases to cold resistance 30.

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

A winter witch can select the following hexes (in addition to those available to all witches):

Frostfoot (Su)
This ability works like the spider climb spell, but the surfaces the witch climbs must be icy. The witch can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. She can move across regular snow without penalty, and heavy snow only costs her 2 squares of movement instead of 4.

Frozen Caress (Su)
Whenever the winter witch casts a touch spell, she can infuse the magic with cold as a swift action. This grants the spell the cold descriptor, and adds 1d6 points of cold damage to the spell’s effect. If the touch spell allows a saving throw, a successful save negates this additional cold damage.