THE WITCH
Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden: witches come in all shapes and dispositions, but regardless o culture they are often objects of mystery and suspicion, even hated and persecuted. Like sorcerers, witches are born with their aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider. Witches can also draw upon other sources of arcane inspiration, such as symbols, icons, and certain creatures, by dabbling in arcane Arts.

Witch is a path often pursued by humans, half-elves, half-orcs, and elves. The vast majority of witches are female, such as the elven Millaire of Hiddenwood or the lich-crone Sivix. Male witches, sometimes called warlocks, are uncommon except among the drow.



GAME RULE INFORMATION
Witches (Wch) have the following game statistics.
Abilities: Charisma is a very important characteristic for witches, as it dictates their prowess as spellcasters, their skill in manipulation and influence, and eventually their resistance to charms. Wisdom also naturally contributes to their resistance to charms while also boosting several class skills, from Innuendo to Survival [Intuit Direction/Wilderness Lore]. And, lacking armor and most protective magicks, witches greatly benefit from high Dexterity scores to avoid deadly blows and high Constitution scores to survive those blows that land.
Base Attack Bonus: Low (as a sorceress)
Hit Die: d4
Saves: High Will
Alignment: Any
Starting Age: As a sorceress
Starting Gold: 3d4 x 10gp
Favored Class: Witch is a favored class for Humans and Half-Elves.

CLASS SKILLS
The witch’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 at 1st Level: (2 + Intelligence modifier) x 4
Skill Points at Each Additional Level: 2 + Intelligence modifier

CLASS FEATURES
All of the following are class features of the witch.
Weapons and Armor Proficiency: Witches are proficient with the club, dagger, dart, and quarterstaff. They are not proficient with any type of armor or with shields.

1 Spellcasting, Dabble, Familiar, Vulnerability
2
3 Brew Potion
4
5 Trackless Step
6 Resist Charm
7 Bewitch
8
9 Dabble
10 Coven Magic
11
12
13 Hex
14
15
16
17 Dabble
18
19
20 Dabble, Eternal Youth

Spellcasting: The witch casts arcane spells without preparation, based on Charisma and using the sorcerer’s Spells Known and Spells Per Day progression. However, the witch uses her own spell list, called Witchcraft:

Spell Notes: When casting any spell with a Divine Focus, the witch can substitute a sprig of belladonna. Glamer operates the same as change self. A list of each spell’s source is at the end of this post.

Dabble (1st/9th/17th level): Each witch has a natural affinity for one of the forbidden, secret, or obscure branches of witchcraft called the Arts. Dabbling in a particular Art can merely reflect the witch’s personal preference or hint at some magical heredity. A witch descended from a humanoid/Fey union may naturally have a knack for Fairy Magic, for example, while one from a humanoid/weretiger coupling may dabble in Cat Magic, Moon Magic, or both.

She begins play Dabbling in any Art her alignment allows, gaining the Art’s associated Power. Every 8 levels thereafter, she Dabbles in an additional Art that her alignment allows.

By dabbling in an Art, the witch only adds the listed spells to her spell list; she must learn any listed spell like any other Witchcraft spell. The known arcane Arts include:

Should the witch change alignment to one that violates a chosen Art’s restriction, she loses her granted Power and access to the related Dabble spell list, although spells already learned are not affected. Once her alignment again agrees with her Art, her Power and spell access return.

These spells only represent a slice of a larger group of spells associated with each Art. Full access to an Art is gained through prestige classes that Practice the Art, as opposed to just Dabble in it. Practitioners include the crone (Black Magic), demon witch (Demonology), dreamweaver (Dreams), mistress of mist (Mist Magic), sister of the moon (Moon Magic), white witch (White Magic), and winter warlock (Winter Magic). Witches can dabble in multiple Arts through the dabbler and weird sister prestige classes or by taking the Dabble feat (see below). The witch can enhance her Dabbling with such feats as Dreamweaving, Mist Focus, and Winter Focus.

Familiar: The witch is often accompanied by a peculiar animal familiar, such as a black cat, warty toad, or owl. Attracting her familiar takes one day and uses up magical materials that cost 100gp. Some Arts, such as Cat Magic, dictate the type of familiar received.

Vulnerability: All witches harbor some secret weakness or undiscovered vulnerability, the result of the peculiar magic that flows within them. The witch is burdened with a single vulnerability from the following list (or one approved by the DM):

Brew Potion (3rd level): With a bubbling cauldron, the witch can concoct a variety or elixirs and potions. She receives the Brew Potion feat for free.

Trackless Step (5th level): Creeping through woods, the witch is like a mist passing through shadows. She leaves no trail in natural surroundings and cannot be tracked.

Resist Charm (6th level): The witch is all too familiar with the tricks and manipulations of charms. She adds her Charisma bonus to Will saves against Enchantments and Fear spells and effects.

Bewitch (7th level): By merely uttering a few seductive words, the witch can bewitch another creature as if she had cast charm person. Creatures save against this effect at a -2 penalty; if the witch delivers the effect as a touch attack, the penalty increases to -4. This spell-like ability can be used once per day.
The witch can enhance her Bewitch ability with the Charm a Crowd, Cupid’s Brew, Extra Charm, Greater Charm, and Irresistible feats.

Coven Magic (10th level): Witches literally find power in numbers, and many witches align themselves in small groups of likeminded witches called covens. In the presence of at least two other witches of any level, the witch can cast spells as if she and the other witches had the Cooperative Spell feat, enabling them to simultaneously cast the same spell (assuming each is able to cast it) to increase its strength, with the highest level witch in the coven serving as the base caster of the spell. The normal Metamagic rules for sorcerers apply to all witches casting the designated spell as part of Coven Magic.

Hex (13th level): By uttering a few carefully chosen words – sometimes poetic, often vulgar – the witch can hex any creature within 30 feet as if she had cast a ranged version of bestow curse. Creatures save against this effect at a -2 penalty; if the witch delivers the effect as a touch attack, the penalty increases to -4. In addition, the witch is considered two levels higher (or four levels higher, if a touch attack) against remove curse and similar attempts to lift the hex. This spell-like ability can be used once per day.

The witch can enhance her Hex ability with the Extra Hex and Greater Hex feats.

Eternal Youth (20th level): The witch no longer suffers ability penalties for aging and cannot be magically aged; bonuses are still accrued, and she still dies of old age when her time it up.

In addition, she regains the youthful vigor she enjoyed as a young woman, defying time to regain her beauty. This youthful splendor is a supernatural quality that negates any aging penalties the witch has already accumulated. However, when under the effects of antimagic, any aging penalties are fully applied and the witch reverts to her true age, sometimes causing nubile enchantresses to revert to gnarled hags to the horror of their suitors.

Epic Witch: The epic-level witch continues her Hit Die and skill point progressions. In addition, she receives bonus epic feats at 23rd level and every three levels thereafter (23rd, 26th, 29th, 32nd, etc), chosen from the following: Augmented Alchemy, Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Dabble, Dreamweaving, Enhance Spell, Epic Counterspell, Epic Poison Crafter, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Epic Spell Specialization, Epic Touch Focus, Epic Will, Extended Life Span, Extra Charm, Extra Hex, Familiar Spell, Focused Spell Penetration, Glamerous, Greater Charm, Greater Hex, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Irresistible, Master Staff, Master Wand, Multispell, Out of Body, Permanent Emanation, Phantasmic, Spell Knowledge, Spell Stowaway, Spell Opportunity, Staff Specialization, Tenacious Magic, Vivid Imagination, and Wand Specialization.


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.).

ARCANE VERSATILITY [General]
You can learn additional arcane spells but can cast fewer per day.
Prerequisite: Ability to cast arcane spells without preparation.
Benefit: Select a class that can cast arcane spells without preparation. The number of spells that you can learn at each spell level in this class is increased by 1. The number of times per day you can cast spells of each spell level in this class is decreased by 1.
Special: You must select this feat before or at the level you gain the ability to cast arcane spells without preparation in the selected class, typically at 1st-level.

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.

BACKSTAB [General]
You can strike opponents when their guard is down for additional damage.
Prerequisite: Intelligence 13, Dexterity 13, BAB +3.
Benefit: If you catch an opponent that is unable to defend itself, your melee attack deals an additional +1d6 points of Sneak Attack damage. All normal conditions and restrictions of Sneak Attack apply.
Special: You can take this feat multiple times. Each time, the Sneak Attack damage dealt is increased by +1d6. Backstab does not stack with other forms of Sneak Attack damage.

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.

BLUEBLOODED [General]
You were raised or mentored by nobility
Benefit: Diplomacy and Knowledge (Nobility) are always considered class skills for you. In addition, you receive four times the normal starting gold for your class.
Special: This feat can only be taken at 1st-level.

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.

EPIC TOUCH FOCUS [General]
Your touch spells are now even more powerful than before.
Prerequisite: Greater Touch Focus feat.
Benefit: Add +6 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 but does stack with the Touch Spell feat.

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.

FEARLESS [General]
You are fearless in the face of doom.
Prerequisite: Intrepid feat.
Benefit: You are immune to fear spells and effects.

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.

FIERY TEMPER [General]
You are prone to anger and acting on impulse.
Benefit: You get a +2 bonus on all Intimidate checks and Initiative rolls.

FLORA/FAUNA [General]
You have studied plants and animals.
Prerequisite: Knowledge (Nature) 10 ranks.
Benefit: You may identify animals and plants as if you possessed the Nature Sense class feature. Flora/Fauna does not, however, allow you to identify pure water.

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.

INTREPID [General]
You are brave in the face of doom.
Benefit: You receive a +4 bonus to all Will saves against all fear spells and effects.

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.

METAMAGICAL [General]
You favor a more subtle manifestation or your arcane nature.
Prerequisite: Able to cast arcane spells without preparation, Familiar class feature but no familiar called.
Benefit: You lose the ability to call a familiar. Instead, you can select any two Metamagic feats as bonus feats, such as Eschew Materials and Maximize Spell.
Special: You may only take this feat as a 1st-level character.

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.

METAPHYSICAL [General]
You can apply your Wisdom modifier to your Hit Die.
Prerequisite: Wisdom 13.
Benefit: You use your Wisdom modifier instead of your Constitution modifier when determining your bonus hit points at 1st level. At higher levels, your bonus hit points are determined by your Constitution, as normal. However, you now gain +1 hit point every time your Wisdom is permanently increased 1 point.
Special: Metaphysical can only be taken as a 1st-level character.

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.

OUT OF BODY [Epic]
You can enter a trance and release your astral form.
Prerequisite: Wisdom 23, Tranquility class feature or ability to cast 9th-level spells.
Benefit: After meditating for 10 minutes, you can free your astral self, as if under the effects of astral projection cast by a sorcerer of your character level. This spell-like ability can be used once per day.

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.

POISON PROFICIENCY [General]
You are skilled at handling and crafting poisons.
Prerequisite: Intelligence 13.
Benefit: You never risk accidentally poisoning yourself when handling toxins. In addition, you receive a +2 bonus to all Craft (Poisonmaking) checks and to Craft (Alchemy) checks to identify poisons.

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.

SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff and Move Silently 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.

WILY [General]
You are difficult to pin down.
Benefit: You get a +2 bonus on all Bluff and Escape Artist checks.

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.


Spell Sources: All spells are from the Player’s Handbook, except as follows: Bastion of Broken Souls module: Dream Image; Book of Vile Darkness: Bestow Greater Curse, Bestow Wound, Cheat, Demoncall, Despoil, Entice Gift, Eternity of Torture, Evil Eye, Heartache, Hellfire, Mirror Sending, No Light, Pox, Unnerving Gaze; Defenders of the Faith: Blight, Crown of Glory, Recitation; Dragon Magazine: Eagle’s Splendor (282), Footpad’s Grace (302), Foraging Charm (302), Illusory Pit (291, 6th-level), Mirror (302), Phantasmal Whisperer (291), Primal Lightning (294), Shifting Paths (291), Stalking Spell (291, 9th-level), Whirlwind of Bones (284), Yell (302); Forgotten Realms: Eagle’s Splendor (again), Gembomb, Moonbeam, Moon Blade, Moon Path, Resist Poison feat, Spider Curse, Spiderform, Spider Shapes; Magic of Faerun: Antimagic Aura, Cast in Stone, Claws of the Beast, Cocoon, Curse of Ill Fortune, Death Pact, Dhulark’s Glasstrike, Fiendform, Gemjump, Ghostharp, Gutsnake, Minor Disguise, Net of Shadows (also in Dragon's Lair module), Simbul’s Spell Matrix, Spider Poison, Spirit Worm, Translocation Trick, Vipergout, Wall of Evil, Zajimarn’s Avalanche; Masters of the Wild: Blight (again), Bottle of Smoke, Darkseed, Dawn, Daze Animal, Embrace the Wild, Fire Eyes, Kiss of Death, Lookingglass, Mandragora, Resist Poison feat (again), Speak with Anything; Savage Species: Dawn (again), Dream Casting, Embrace the Wild (again), Illusory Pit (again, 4th-level), Stalking Spell (again, 8th-level), Vipergout (again); Song & Silence: Easy Math, Lullaby, Wail of Doom; Tome & Blood: Command Undead, Corpse Candle, Eagle’s Splendor (and again), Mass Darkvision; WotC Website: Bite of the [Lycanthrope], Epic Spell Specialization feat, Focused Spell Penetration feat, Icy Claw, Project Multiple Images, Staff Specialization feat, Wand Specialization feat.

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