WEIRD SISTER
Those who pursue the pure path of witchcraft are rewarded for their devotion to
mastering the primary themes of witchcraft with abilities that far exceed those
possible by less devoted witches. Most weird sisters are witches, although
sorcerers and the occasional bard have also been know to join their ranks.

REQUIREMENTS
To qualify to become a weird sister (Wrd), or weird warlock, a character must
fulfill all the following criteria.
Skills: Spellcraft 12 and Survival [Intuit Direction/Wilderness Lore] 12
Feats: Brew Potion and Spell Focus in two of the following: Divination,
Enchantment, Illusion, or Transmutation
Spellcasting: Able to cast 6th-level arcane spells without preparation.
Special: The character must have the dabble class feature.
GAME RULE INFORMATION
Weird sisters have the following game statistics.
Base Attack Bonus: Low (as a loremaster)
Hit Die: d4
Saves: High Will
Class Skills: The weird sister’s class skills are Concentration (Con),
Craft (Alchemy/Any), (Int), Heal (Wis), Innuendo (Wis), Intimidate (Cha), Move
Silently (Dex), Scry (Int), Sense Motive (Wis), Spellcraft (Int), and Survival
[Intuit Direction/Wilderness Lore] (Wis). Skill Points: 2 + Intelligence
modifier per level
CLASS FEATURES
All of the following are class features of the weird sister.
Weapons and Armor Proficiency: The weird sister gains no proficiency in
any weapons or armor.
1 Secret, [Spellcasting +1]
2 Secret, [Spellcasting +1]
3 Secret, [Spellcasting +1]
4 Secret, [Spellcasting +1]
5 Secret, [Spellcasting +1]
Spellcasting: At each level, the weird sister gains new Spells Known and
Spells Per Day as if she had also gained a level in whatever class met the
casting without preparation requirement of this prestige class. In addition,
weird sister levels stack with witch levels for purposes of gaining the witch’s
Eternal Youth class feature.
Secret: At each level, the weird sister learns one of the secrets of
witchcraft unknown to lesser witches. By permanently sacrificing the indicated
Spells Per Day slot, she gains a special ability from the following:
NEW FEATS:
ARCANE INSIGHT [General]
Your natural aptitude for and knowledge of arcana grant you insight into the
basic laws of magic.
Prerequisite: Any Metamagic feat, Able to cast arcane spells without
preparation.
Benefit: Select up to two of the following sorcerer spells as bonus
Spells Known: absorption, analyze dweomer, arcane sight, break enchantment,
detect magic, dispel magic, freedom, globe of invulnerability, greater dispelling,
greater spell resistance, identify, lesser spell immunity, minor globe of
invulnerability, minor reflection, Mordenkainen’s disjunction, nondetection,
permanency, protection from spells, remove curse, see invisibility, spell
turning, true seeing, or unbinding. The combined spell levels of the
spell or spells chosen cannot the maximum spell level that you can cast at the
time the feat is taken minus 2.
Special: You may take this feat multiple times, choosing up to two
additional spells each time. Each additional time the feat is chosen, the
number of Metamagic feats you must know for the prerequisite increases by one
(two Metamagic feats the second time it’s taken, three feats the third time,
etc.).
ARMORED CASTING [General]
You can more easily cast arcane spells while wearing armor.
Benefit: You may ignore 5% of the Spell Failure normally associated with
casting arcane spells while wearing armor (to a minimum 5% for any armor).
Special: This feat can be taken multiple times, increasing the amount of
Spell Failure you can ignore by 5% each time.
BEWITCHING [General]
You are a beguiling and intriguing creature.
Benefit: You receive a +3 bonus on all Innuendo checks. Diplomacy is
always considered a class skill for you.
CHARM A CROWD [General]
Your spell-like ability can now influence entire crowds.
Prerequisites: Charisma 18, Enchantment spell-like ability (see below).
Benefits: Select one of your spell-like abilities that duplicates an
Enchantment spell, such charm person, command, or suggestion.
For every three times per day that you can normally use this spell-like ability
(rounded down), a daily use can instead duplicate the version of the spell that
affects multiple creatures, such as mass charm, greater command,
or mass suggestion, respectively. Any unusual limitations of your
spell-like ability, such as whom or what it can affect, also apply to the mass
version of the ability. For example, if your spell-like ability only affects a
specific gender or creature type, the mass version carries the same
limitation.
Special: This feat cannot be used to augment a spell-like ability that
duplicates a spell that does not have a counterpart that affects multiple
creatures, such as confusion, daze, or sleep.
CUPID’S BREW [General]
You can infuse any normal liquid with the power of love.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person, Brew Potion feat.
Benefits: Once per day, your Bewitch, Charm, or Charming ability can be
used to create a love potion without the normal experience point and
material costs associated with such endeavors. You must direct your use of
Bewitch, Charm, or Charming on an appropriate amount of nonmagical,
nonpoisonous, and drinkable liquid, such as water, wine, or milk. Infusing the
liquid is a spell-like ability that takes 1 full minute.
DABBLE [General]
You can dabble in an additional arcane Art of witchcraft, such as Black Magic,
Moon Magic, or Pentacles.
Prerequisite: Dabble class feature, ability to cast 2nd-level arcane
spells without preparation.
Benefit: You can dabble in an additional arcane Art for which you meet
the alignment restriction. You gain the Art’s Power and add its spell list to
the spell list of the spellcasting class that met the prerequisite. Dabbling in
an Art does not automatically grant you knowledge of the listed spells, only
access to them as part of your spell list; you must still select and learn
Dabble spells normally.
Special: You can take this feat a number of times equal to 1 + your
Intelligence modifier (if positive). Each time you take the feat, you Dabble in
an additional Art.
DEADLY [General]
Your spells with the Death descriptor are more potent than normal.
Prerequisites: Greater Spell Focus (Necromancy), Able to cast three spells
with the Death descriptor, such as circle of death, finger of death,
and power word, kill.
Benefits: Add a +2 to the Difficulty Class of all saving throws against
your spells and spell-like abilities with the Death descriptor. This stacks
with the effects of all Spell Focus feats. In addition, for the purposes of
range, area of effect, and duration, your caster level is considered +1 when
casting these spells.
DREAMWEAVING [General]
Your Illusion (Phantasm) spells and sleep spells are more potent than
normal.
Prerequisites: Greater Spell Focus (Illusion) or Spell Focus (Illusion)
and Spell Focus (Enchantment), Able to cast sleep, dream, and nightmare.
Benefits: Add a +2 to the Difficulty Class of all saving throws against
your Phantasm and sleep spells and spell-like abilities, including
sleep-inducing effects of spells such as eyebite and binding.
This stacks with effects of all Spell Focus (Enchantment) and Spell Focus
(Illusion) feats. In addition, for the purposes of range, area of effect, and duration,
your caster level is considered +1 when casting these spells.
EMPATHIC [General]
You have greater emotional understanding of others.
Benefit: You get a +2 bonus on all Heal and Sense Motive checks.
EXTRA CHARM [General]
You can Bewitch or Charm more frequently than you normally could.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person.
Benefits: Your can use your Bewitch, Charm, or Charming ability two more
times per day than you otherwise could. Any restrictions of your spell-like
ability, such as the type of creatures you can affect, still apply.
Special: You can take this feat multiple times, gaining two additional
uses of Bewitch, Charm, or Charming per day each time.
EXTRA HEX [General]
You can Hex more frequently than you normally could.
Prerequisites: Hex class feature.
Benefits: Your can use your Hex ability two more times per day than you
otherwise could.
Special: You can take this feat multiple times, gaining two additional
uses of Hex per day each time.
FIENDISH FOCUS [General]
Your Demonology spells are more potent than normal, regardless of their
individual schools.
Prerequisites: Demonology class feature, Dabble (Demonology) class
feature, or Dabble (Demonology) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Demonology spells. This bonus only applies to Demonology spells that you
cast directly, and only those that you learned through the Demonology class
feature or by Dabbling in Demonology. It does not apply to Demonology spells
cast through spell-completion items (such as scrolls and wands), or to spells
on the Demonology spell list that you learned by any means other than the
Demonology class feature or by Dabbling in Demonology.
More: For additional Demonology-related feats, see the demon witch.
FOCUSED CASTING [General]
Your sound mind allows you to ignore distractions when casting defensively.
Prerequisite: Combat Casting feat, Wisdom 14, Concentration ranks.
Benefit: You add your Wisdom modifier to all Concentration checks made
when casting defensively.
GLAMEROUS [General]
Your Illusion (Glamer) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Glamer) spells, such as change self, invisibility, and hallucinatory
terrain.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Glamer spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
GREATER CHARM [General]
Your Bewitch, Charm, or Charming ability affects all creatures.
Prerequisites: Bewitch, Charm, or Charming class feature or spell-like
ability that replicates charm person, Able to cast 4th level spells.
Benefits: Once per day, your Bewitch, Charm, or Charming ability can
function as charm monster. Any restrictions of your spell-like ability,
such as the type of creatures you can affect, still apply.
Normal: Bewitch, Charm, and Charming function as charm person.
GREATER HEX [General]
Your Hex ability affects all creatures.
Prerequisites: Hex class feature, able to cast 7th level spells.
Benefits: Once per day, your Hex ability can function as bestow
greater curse.
Normal: Hex functions as bestow curse.
GREATER TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Touch Focus feat.
Benefit: Add +4 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Spell
Focus feats and Touch Focus but does stack with the Touch Spell feat.
ID MANIPULATION [General]
Your Enchantment (Compulsion) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Enchantment (Compulsion) spells, such as dominate monster, mind fog,
and Tasha’s hideous laughter.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Compulsion spells and spell-like abilities. This stacks with the effects
of all Spell Focus (Enchantment) feats. In addition, for the purposes of range,
area of effect, and duration, your caster level is considered +1 when casting
these spells.
IRRESISTIBLE [General]
Your Enchantment (Charm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Enchantment (Charm) spells, such as charm monster, charm person,
and mass charm.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Charm spells and spell-like abilities. This stacks with the effects of all
Spell Focus (Enchantment) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
METAMAGICIAN [General]
Your ability to manipulate your own natural arcane magic becomes almost
second-nature to you.
Prerequisite: Quicken Spell feat and at last one additional Metamagic
feat, Able to cast arcane spells without preparation.
Benefit: A number of times per day equal to the number of Metamagic
feats you know, you may cast a spell without preparation and with a Metamagic
effect without the normal 1 round penalty to casting time. For example, a
sorcerer with the Extend Spell, Quicken Spell, and Silent Spell feats who takes
the Metamagician feat can cast up to three sorcerer spells each day with one of
these three Metamagic effects without the normal penalty to casting time.
MIST FOCUS [General]
Your Mist Magic spells are more potent than normal, regardless of their
individual schools.
Prerequisites: Mist Magic class feature, Dabble (Mist Magic) class
feature, or Dabble (Mist Magic) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Mist Magic spells. This bonus only applies to Mist Magic spells that you
cast directly, and only those that you learned through the Mist Magic class
feature or by Dabbling in Mist Magic. It does not apply to Mist Magic spells
cast through spell-completion items (such as scrolls and wands) or to spells on
the Mist Magic spell list that you learned by any means other than the Mist
Magic class feature or by Dabbling in Mist Magic.
More: For additional Mist Magic-related feats, see the mistress of mist.
MOON FOCUS [General]
Your Moon Magic spells are more potent than normal, regardless of their
individual schools.
Prerequisites: Moon Magic class feature, Dabble (Moon Magic) class
feature, or Dabble (Moon Magic) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Moon Magic spells. This bonus only applies to Moon Magic spells that you
cast directly, and only those that you learned through the Moon Magic class
feature or by Dabbling in Moon Magic. It does not apply to Moon Magic spells
cast through spell-completion items (such as scrolls and wands) or to spells on
the Moon Magic spell list that you learned by any means other than the Moon
Magic class feature or by Dabbling in Moon Magic.
More: For additional Moon Magic-related feats, see the sister of the moon.
PHANTASMIC [General]
Your Illusion (Phantasm) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three
Illusion (Phantasm) spells, such as dream, nightmare, and weird.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Phantasm spells and spell-like abilities. This stacks with effects of all
Spell Focus (Illusion) feats. In addition, for the purposes of range, area of
effect, and duration, your caster level is considered +1 when casting these
spells.
SEDUCTIVE [General]
You are charming and inviting.
Benefit: You get a +2 bonus on all Diplomacy and Innuendo checks.
SENSE MAGIC [General]
Your natural ability to sense magic grants you a sixth sense for magical auras.
Prerequisite: Able to cast detect magic and true seeing
without preparation.
Benefit: You may detect magic at will as a paladin detects
evil.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive and Spot checks.
TOUCH FOCUS [General]
Your touch spells are more powerful than before.
Benefit: Add +2 to the DC for all saving throws against spells with a
range of Touch. This supercedes (does not stack with) the bonuses from Spell
Focus but does stack with the Touch Spell feat.
TOUCH SPELL [Metamagic]
You can cast a ranged spell as a more powerful touch spell.
Benefit: Any spell with a Close, Medium, or Long range can be cast
instead as a spell with the range of Touch with a +2 bonus to its Difficulty
Class. This supercedes (does not stack with) the bonuses from Spell Focus feats
but does stack with Touch Focus feats. A touch spell takes up a spell slot of
the spell’s normal level, modified by any other metamagic feats.
VIVID IMAGINATION [General]
Your Illusion (Figment) spells are more potent than normal.
Prerequisites: Greater Spell Focus (Illusion), Able to cast three Illusion
(Figment) spells, such as mirage arcana, programmed image, and silent
image.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Figment spells and spell-like abilities. This stacks with the effects of
all Spell Focus (Illusion) feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
VOICE OF INFLUENCE [General]
Your Language-Dependant spells are more potent than normal.
Prerequisites: Greater Spell Focus (Enchantment), Able to cast three
Language-Dependant spells, such as geas/quest, message, and suggestion.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Language-Dependant spells and spell-like abilities. This stacks with the
effects of all Spell Focus feats. In addition, for the purposes of range, area
of effect, and duration, your caster level is considered +1 when casting these
spells.
WINTER FOCUS [General]
Your Winter Magic spells are more potent than normal, regardless of their
individual schools.
Prerequisites: Winter Magic class feature, Dabble (Winter Magic) class
feature, or Dabble (Winter Magic) feat.
Benefits: Add a +2 to the Difficulty Class for all saving throws against
your Winter Magic spells. This bonus only applies to Winter Magic spells that
you cast directly, and only those that you learned through the Winter Magic
class feature or by Dabbling in Winter Magic. It does not apply to Winter Magic
spells cast through Cryomancy, Winter Magic spells cast through
spell-completion items (such as scrolls and wands), or to spells on the Winter
Magic spell list that you learned by any means other than the Winter Magic
class feature or by Dabbling in Winter Magic.
More: For additional Winter Magic-related feats, see the winter warlock.