Supplemental Dabbles
Brimstone: Witches that dabble in Brimstone command the fires of Hell. Only witches of an Evil alignment dabble in the Infernal Art. Power: Intimidate and Knowledge (The Planes) are class skills, and the witch can speak Infernal as a bonus language. Spells: 0 stench [d302], 1 pyrotechnics, 2 summon monster II (lemure), 3 stinking cloud, 4 hellfire [BoVD], 5 charnel fire [BoVD], 6 cloudkill, 7 hellfire storm [BoVD], 8 incendiary cloud, 9 summon monster IX (barbed devil).
Cat Magic: Indifferent yet curious, cats are revered by many witches as mystical creatures, and their essence tapped for arcane power. Only witches with a Neutral component to their alignment can dabble in Cat Magic, and they always receive a cat as their familiar. Power: Tongue of the Cat: The witch gains Wild Empathy with felines and can communicate with felines twice per day as if using speak with animals, as cast by a druid of her character level. Spells: 0 footpad’s grace [d302], 1 claws of the beast [MgcF/PG2F], 2 cat’s grace, 3 embrace the wild (felines) [SvgS/MotW], 4 Force Claw [SpC], 5 summon nature’s ally V (dire lion), 6 mass cat’s grace, 7 bite of the weretiger [Wbst], 8 summon monster VIII (hellcat), 9 wail of the banshee.
Cauldrons: Some witches find additional arcane potential in the cauldron, often used in the brewing of potions. Only Nonchaotic witches can dabble in Cauldrons. Power: Witch’s Brew: The witch incurs only 75% of the normal costs associated with the Brew Potion feat and receives a +2 bonus on all Craft (Alchemy) checks. All Cauldrons spells require a small pot or cauldron as a material component. Spells: 0 heat water [d302], 1 goodberry, 2 Estanna’s stew [BoXD], 3 stinking cloud, 4 Darsson’s potion [MgcF], 5 cloudkill, 6 ironwood, 7 greater scrying, 8 incendiary cloud, 9 gate.
Crystals: Many witches harness the hidden mystical power inherent to crystals, shards, and gems, using these items for both their magical potential and natural beauty. Only witches of Nonevil alignment can dabble with Crystals. Power: Spellcrystal: Once per day, the witch can cast a witchcraft spell as if affected by the Eschew Materials feat or by the Silent Spell or Still Spell feat without taking up the higher spell slot or requiring her to have the feat, as long as she possess a crystal or gem of at least 25gp value. Spells: 0 resistance, 1 color spray, 2 gembomb [FRCS], 3 diamondsteel [d275], 4 wall of stone (quartz), 5 emerald burst [BoXD], 6 Dhulark’s glasstrike [MgcF], 7 prismatic spray, 8 refuge, 9 soul bind.
Curses: The curse already plays a major role in mainstream witchcraft, yet there are even deeper pools of cruelty and venom to explore, new ways to exact vengeance and ruin. Only Nongood witches can dabble in Curses. Power: Profanity: Once per day, the witch can cast a witchcraft spell with a Verbal component as if affected by the Eschew Materials feat or by the Silent Spell feat without taking up the higher spell slot or requiring her to have the feat. Spells: 0 touch of fatigue, 1 bestow wound [BoVD], 2 curse of ill fortune [MgcF], 3 bestow curse, 4 evil eye [BoVD], 5 blight, 6 eyebite, 7 bestow greater curse [BoVD/Dlnc], 8 blasphemy, 9 imprisonment.
Demonology: Summoning spells are rare in mainstream witchcraft. Some witches, however, dabble in Demonology, the forbidden form of summoning, coercing, and imploring demons and other fiends to do their bidding. Only Nongood witches can dabble in Demonology. Power: Intimidate and Knowledge (The Planes) are class skills, and the witch can speak Abyssal as a bonus language. Spells: 0 sacrificial skill [BoVD], 1 protection from evil, 2 demoncall [BoVD], 3 summon monster III (dretch), 4 fear, 5 contact other plane, 6 planar binding, 7 summon monster VII (babau), 8 summon monster VIII (vrock), 9 gate.
Incantations: Incantations are chants and recitations that evoke magic, or arcane rhymes and mystical poems. Due to the structure and precision required by the Spoken Art, dabblers in Incantations must be Nonchaotic. Power: Speakspell: Once per day, the witch can cast a witchcraft spell with a Verbal component as if affected by the Eschew Materials feat or by the Still Spell feat without taking up the higher spell slot or requiring her to have the feat. Spells: 0 message, 1 protection from chaos/evil/good/law, 2 shatter, 3 prayer, 4 recitation [DotF], 5 lesser planar binding, 6 word of recall, 7 power word: blind, 8 speak with anything [MotW], 9 wish.
Mirrors: Some witches find power in mirrors, in their reversed worlds and revealed truths. Others simply find power in their own image – a vanity that fuels their ambitions. Power: Self-Image: She adds her Charisma modifier to all Will saves against Charm effects. Spells: 0 mirror [d302], 1 entropic shield, 2 mirror image, 3 mirror sending [BoVD], 4 locate creature, 5 Dhulark’s glasstrike [MgcF], 6 translocation trick [MgcF], 7 spell turning, 8 lookingglass [MotW], 9 Replicate Casting [SpC].
Moon Magic: Tapping the energies of the moon, the night, and darkness, witches who dabble in Moon Magic, also known as the Pale Circle and the Night Art, must have a Neutral component to their alignment. Power: The witch gains low-light vision; if she already possesses this ability, She gains Darkvision out to 30ft instead this ability does not stack with any existing Darkvision. Spells: 0 no light [BoVD], 1 moon lust [d315], 2 moonbeam [FRCS], 3 moon blade [FRCS], 4 wall of moonlight [PG2F], 5 moon path [FRCS], 6 bite of the wereboar [Wbst], 7 shadow walk, 8 bite of the weretiger [Wbst], 9 summon monster IX (night hag).
Seduction: Seduction is practiced by witches and nonwitches alike. Some witches, however, find additional power in their own personal magnetism, in deception and temptation. Only Nongood witches can dabble in the illicit Art of Seduction. Power: The witch gains two of the following as class skills: Diplomacy, Gather Information, Perform, or Sense Motive. Spells: 0 mirror [d302], 1 charm person, 2 entice gift [BoVD], 3 tongues, 4 Know Vulnerabilities [SpC] , 5 dominate person, 6 kiss of death [MotW], 7 mass charm monster, 8 sympathy, 9 dominate monster.
Serpent Magic: This often sinister Art, also known as the Serpentine Way, draws on the essence of snakes and reptiles for arcane power. Only Nongood witches can dabble in Serpent Magic, and they always receive a snake as a familiar. Power: She receives a +1 bonus to Reflex saves and a +3 bonus to saves against poison. Spells: 0 detect poison, 1 animate rope, 2 summon monster II (viper), 3 sepia snake sigil, 4 sticks to snakes [d317], 5 kiss of death [MotW], 6 summon monster VI (constrictor), 7 vipergout [MgcF/SvgS], 8 summon nature’s ally VIII (salamander), 9 summon monster IX (couatl).
Spider Magic: Also known as Arachnomancy or the Drow Art, Spider Magic draws on the essence of the spider for arcane power. Only Evil witches, most commonly drow witches, can dabble in Spider Magic. Power: The witch receives Climb as a class skill and a +3 bonus to saves against poison. Spells: 0 inflict minor wounds, 1 spider climb, 2 web, 3 poison, 4 giant vermin, 5 spiderform [FRCS], 6 summon monster VI (monstrous spider), 7 creeping doom, 8 cocoon [MgcF], 9 spider shapes [FRCS].
Spiritism: Some witches tap the unseen world for power, holding sway over spirits and souls. Only Evil and Good witches can dabble in Spiritism. Power: Strong Spirit: The witch is immune to fear. Spells: 0 ghostharp [MgcF], 1 spirit worm [MgcF], 2 detect thoughts, 3 speak with dead, 4 phantasmal killer, 5 spiritwall [Tm&B], 6 reincarnate, 7 control undead, 8 astral projection, 9 soul bind.
Weather Magic: Weather witches are not uncommon, as the tempestuousness and danger of weather perfectly reflect the nature of many witches. Only Chaotic witches can dabble in Weather Magic. Power: The witch gains Electricity resistance 5. Spells: 0 thunderhead [d302], 1 resist elements, 2 cloudburst [MgcF], 3 call lightning, 4 control winds, 5 call lightning storm, 6 control weather, 7 wind walk, 8 whirlwind, 9 storm of vengeance.
Cat Magic: Indifferent yet curious, cats are revered by many witches as mystical creatures, and their essence tapped for arcane power. Only witches with a Neutral component to their alignment can dabble in Cat Magic, and they always receive a cat as their familiar. Power: Tongue of the Cat: The witch gains Wild Empathy with felines and can communicate with felines twice per day as if using speak with animals, as cast by a druid of her character level. Spells: 0 footpad’s grace [d302], 1 claws of the beast [MgcF/PG2F], 2 cat’s grace, 3 embrace the wild (felines) [SvgS/MotW], 4 Force Claw [SpC], 5 summon nature’s ally V (dire lion), 6 mass cat’s grace, 7 bite of the weretiger [Wbst], 8 summon monster VIII (hellcat), 9 wail of the banshee.
Cauldrons: Some witches find additional arcane potential in the cauldron, often used in the brewing of potions. Only Nonchaotic witches can dabble in Cauldrons. Power: Witch’s Brew: The witch incurs only 75% of the normal costs associated with the Brew Potion feat and receives a +2 bonus on all Craft (Alchemy) checks. All Cauldrons spells require a small pot or cauldron as a material component. Spells: 0 heat water [d302], 1 goodberry, 2 Estanna’s stew [BoXD], 3 stinking cloud, 4 Darsson’s potion [MgcF], 5 cloudkill, 6 ironwood, 7 greater scrying, 8 incendiary cloud, 9 gate.
Crystals: Many witches harness the hidden mystical power inherent to crystals, shards, and gems, using these items for both their magical potential and natural beauty. Only witches of Nonevil alignment can dabble with Crystals. Power: Spellcrystal: Once per day, the witch can cast a witchcraft spell as if affected by the Eschew Materials feat or by the Silent Spell or Still Spell feat without taking up the higher spell slot or requiring her to have the feat, as long as she possess a crystal or gem of at least 25gp value. Spells: 0 resistance, 1 color spray, 2 gembomb [FRCS], 3 diamondsteel [d275], 4 wall of stone (quartz), 5 emerald burst [BoXD], 6 Dhulark’s glasstrike [MgcF], 7 prismatic spray, 8 refuge, 9 soul bind.
Curses: The curse already plays a major role in mainstream witchcraft, yet there are even deeper pools of cruelty and venom to explore, new ways to exact vengeance and ruin. Only Nongood witches can dabble in Curses. Power: Profanity: Once per day, the witch can cast a witchcraft spell with a Verbal component as if affected by the Eschew Materials feat or by the Silent Spell feat without taking up the higher spell slot or requiring her to have the feat. Spells: 0 touch of fatigue, 1 bestow wound [BoVD], 2 curse of ill fortune [MgcF], 3 bestow curse, 4 evil eye [BoVD], 5 blight, 6 eyebite, 7 bestow greater curse [BoVD/Dlnc], 8 blasphemy, 9 imprisonment.
Demonology: Summoning spells are rare in mainstream witchcraft. Some witches, however, dabble in Demonology, the forbidden form of summoning, coercing, and imploring demons and other fiends to do their bidding. Only Nongood witches can dabble in Demonology. Power: Intimidate and Knowledge (The Planes) are class skills, and the witch can speak Abyssal as a bonus language. Spells: 0 sacrificial skill [BoVD], 1 protection from evil, 2 demoncall [BoVD], 3 summon monster III (dretch), 4 fear, 5 contact other plane, 6 planar binding, 7 summon monster VII (babau), 8 summon monster VIII (vrock), 9 gate.
Incantations: Incantations are chants and recitations that evoke magic, or arcane rhymes and mystical poems. Due to the structure and precision required by the Spoken Art, dabblers in Incantations must be Nonchaotic. Power: Speakspell: Once per day, the witch can cast a witchcraft spell with a Verbal component as if affected by the Eschew Materials feat or by the Still Spell feat without taking up the higher spell slot or requiring her to have the feat. Spells: 0 message, 1 protection from chaos/evil/good/law, 2 shatter, 3 prayer, 4 recitation [DotF], 5 lesser planar binding, 6 word of recall, 7 power word: blind, 8 speak with anything [MotW], 9 wish.
Mirrors: Some witches find power in mirrors, in their reversed worlds and revealed truths. Others simply find power in their own image – a vanity that fuels their ambitions. Power: Self-Image: She adds her Charisma modifier to all Will saves against Charm effects. Spells: 0 mirror [d302], 1 entropic shield, 2 mirror image, 3 mirror sending [BoVD], 4 locate creature, 5 Dhulark’s glasstrike [MgcF], 6 translocation trick [MgcF], 7 spell turning, 8 lookingglass [MotW], 9 Replicate Casting [SpC].
Moon Magic: Tapping the energies of the moon, the night, and darkness, witches who dabble in Moon Magic, also known as the Pale Circle and the Night Art, must have a Neutral component to their alignment. Power: The witch gains low-light vision; if she already possesses this ability, She gains Darkvision out to 30ft instead this ability does not stack with any existing Darkvision. Spells: 0 no light [BoVD], 1 moon lust [d315], 2 moonbeam [FRCS], 3 moon blade [FRCS], 4 wall of moonlight [PG2F], 5 moon path [FRCS], 6 bite of the wereboar [Wbst], 7 shadow walk, 8 bite of the weretiger [Wbst], 9 summon monster IX (night hag).
Seduction: Seduction is practiced by witches and nonwitches alike. Some witches, however, find additional power in their own personal magnetism, in deception and temptation. Only Nongood witches can dabble in the illicit Art of Seduction. Power: The witch gains two of the following as class skills: Diplomacy, Gather Information, Perform, or Sense Motive. Spells: 0 mirror [d302], 1 charm person, 2 entice gift [BoVD], 3 tongues, 4 Know Vulnerabilities [SpC] , 5 dominate person, 6 kiss of death [MotW], 7 mass charm monster, 8 sympathy, 9 dominate monster.
Serpent Magic: This often sinister Art, also known as the Serpentine Way, draws on the essence of snakes and reptiles for arcane power. Only Nongood witches can dabble in Serpent Magic, and they always receive a snake as a familiar. Power: She receives a +1 bonus to Reflex saves and a +3 bonus to saves against poison. Spells: 0 detect poison, 1 animate rope, 2 summon monster II (viper), 3 sepia snake sigil, 4 sticks to snakes [d317], 5 kiss of death [MotW], 6 summon monster VI (constrictor), 7 vipergout [MgcF/SvgS], 8 summon nature’s ally VIII (salamander), 9 summon monster IX (couatl).
Spider Magic: Also known as Arachnomancy or the Drow Art, Spider Magic draws on the essence of the spider for arcane power. Only Evil witches, most commonly drow witches, can dabble in Spider Magic. Power: The witch receives Climb as a class skill and a +3 bonus to saves against poison. Spells: 0 inflict minor wounds, 1 spider climb, 2 web, 3 poison, 4 giant vermin, 5 spiderform [FRCS], 6 summon monster VI (monstrous spider), 7 creeping doom, 8 cocoon [MgcF], 9 spider shapes [FRCS].
Spiritism: Some witches tap the unseen world for power, holding sway over spirits and souls. Only Evil and Good witches can dabble in Spiritism. Power: Strong Spirit: The witch is immune to fear. Spells: 0 ghostharp [MgcF], 1 spirit worm [MgcF], 2 detect thoughts, 3 speak with dead, 4 phantasmal killer, 5 spiritwall [Tm&B], 6 reincarnate, 7 control undead, 8 astral projection, 9 soul bind.
Weather Magic: Weather witches are not uncommon, as the tempestuousness and danger of weather perfectly reflect the nature of many witches. Only Chaotic witches can dabble in Weather Magic. Power: The witch gains Electricity resistance 5. Spells: 0 thunderhead [d302], 1 resist elements, 2 cloudburst [MgcF], 3 call lightning, 4 control winds, 5 call lightning storm, 6 control weather, 7 wind walk, 8 whirlwind, 9 storm of vengeance.