From Apprentice to Grandmaster: Progressing with Witch Spells in Dnd

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Witch spells in Dungeons and Dragons, also known as D&D, are a type of magical abilities that are unique to characters who take on the Witch class. Witches in D&D draw their power from a variety of sources, such as deities, nature, or arcane knowledge. These spells allow witches to manipulate the elements, commune with spirits, and cast curses or hexes on their enemies. One of the defining features of witch spells is their versatility. Witches have access to a wide range of spells, allowing them to adapt to different situations or playstyles. They can cast powerful offensive spells to deal damage to enemies, or supportive spells to heal or protect their allies.



Spells that should be on the witch's spell list

I've seen several suggestions, scattered among various threads, that some "witchy" spells are missing from the witch's spell list, and should be added. I thought it would be helpful to consolidate them.

I avoided adding the spells from the Familar-specific spell lists, since the designers' intent was obviously to keep those restricted to certain kinds of witches.

Spells to Add
- More abjuration spells
- More illusion spells, like dream, nightmare, magic mouth and permanent/programmed image
- Faerie Fire
- Circle of Death
- Telekinesis
- Prestidigitation
- Protection from evil/good/etc. & magic circle vs evil/good/etc.
- Hideous Laughter
- Irresistable Dance
- Ghoul Touch
- Charm/Dominate Animal
- Slow
- Wall of Thorns
- Commune with Nature
- Dimensional Anchor
- Invisibility (and greater invisibility)
- Contagion (and mass contagion)
- Sending
- Dismissal / Banishment / Binding
- Planar Binding (and the lesser & greater versions)
- Magic Jar
- Word of Recall (6th level, since it's basically a limited version of greater teleport)
- Seeming
- Symbol of Sleep
- Symbol of Persuasion
- Command Plants
- Limited Wish and Wish
- Gate
- Polymorph Any Object (it's basically a greater version of Baleful Polymorph, with added flexibility)

Spells to Make Lower Level
- Baleful Polymorph is a signature spell for witches, and should be lower than 5th level. Even lowering it to level 3 would be appropriate IMO.
- Charm Monster & Mass Charm (Charm person is also a signature spell, but it's already 1st level)
- Poison should be 3rd level, like on the Druid spell list. Did you know that the biblical phrase King James translated as "thou shalt not suffer a witch to live" actually means "thou shalt not suffer a poisoner to live" in Hebrew?
- Contact Other Plane
- Eyebite

New Spells that should be invented and added
- Mass Baleful Polymorph (as a 7th level spell, I'd say)
- Fast-healing spells, like the Spell Compendium's Vigor and Mass Vigor line of spells.
- Mass Charm Person (as a 5th level spell, 4 levels higher than charm person, just like mass charm monster is 4 levels higher than charm monster. Or maybe 4th level, since it's very much a signature spell for witches.)

Edited: to remove augury and speak with dead from the list, because those are the functions of a Coven.

I didn't think of Wall of Thorns, they definitely need that one.

Making spells lower level is a tricky issue because it can lead to the alteration of some market prices for items and scrolls and such.

Making Baleful Polymorph 3rd level would allow it to be stuck on a wand, for example.

Fergie here:
It may be on the familiar lists, but I think Mislead is a required witch spell if ever there was one.
I think witches should be very good at disguise, deception, and trickery.

Selgard wrote:

Making spells lower level is a tricky issue because it can lead to the alteration of some market prices for items and scrolls and such.

Making Baleful Polymorph 3rd level would allow it to be stuck on a wand, for example.

True, but the saving throw DCs for wands stink, so that's much more of a concern for utility spells and spells that don't require saving throws or spell penetration.

The thing is, magic items are supplementary for classes, because their appearance and availability range so much from one game to another. I'd prefer to balance around classes rather than items, so the possibility of altering the price of a spell or scroll doesn't really bother me.

That being said, I'm afraid 3rd level might be too low, but 4th sounds good. The witch could use a few tricks that she performs better than the wizard.

Reneshat wrote:
I didn't think of Wall of Thorns, they definitely need that one.

Forest of thorns shall be his tomb,

Borne through the skies on a thought of doom.
Now go with a curse and serve me well,
Round Stephan's castle cast my spell.

[i]Maleficent, Walt Disneys, Sleeping Beauty[i]

Frostflame wrote: Reneshat wrote:
I didn't think of Wall of Thorns, they definitely need that one.

Forest of thorns shall be his tomb,

Borne through the skies on a thought of doom.
Now go with a curse and serve me well,
Round Stephan's castle cast my spell.

[i]Maleficent, Walt Disneys, Sleeping Beauty[i]

I was totally thinking the same thing.

Also, we talked about this earlier, but, if flight isn't made a bigger deal for the class though hexes (or even new class features) I wouldn't mind seeing some of the spells made lower level for the witch. Mayhaps overland flight as a 4th level spell.

I'd love to see more work with poisons, and perhaps non-lethal damage. Subtle magical effects that really womp an enemy- Miasma from 3.5 jumps to mind.

MythMage Contributor, RPG Superstar 2012 Top 16 Dec 17, 2009, 10:51 am

I'd be pretty happy if they didn't leave so many spells off of the main list and restricted to familiar lists. Like a cleric's domains, just because it's available on a bonus list doesn't mean you should leave it off the main list (this is obviously based on English ideas of witches making pacts with demons/devils and blighting the country side, and can't do a lot of the relevant things without having several different familiars).

It's missing basic buff spells, like Bull's Strength etc; Contagion (THE thing people were afraid of witches doing to them);
Beast Shape (a very common modus operandi) and Giant Form;
Polymorph Any Object (do I even need to say anything?);
and Protection from Good/Evil/Law/Chaos, Magic Circle against Good/Evil/Law/Chaos, and Planar Binding are necessary to the archetype (this is obviously based on English ideas of witches making pacts with demons/devils, and this thing can't even do a proper devil-binding).

Some flavor issues aside from that: This witch is not good enough at the one kind of combat spell that really fits the archetype (who's most famous for inflicting illness): it's slow at or missing some important blight spells, i.e. Inflict Wounds above 2nd level, Harm, and Contagion.

Several of the suggestions earlier in the thread would also be nice, but the above are pretty glaring.

I think a lot of these are good suggestions, but I think the idea of lowering baleful polymorph's spell level is by far the best. 4th-level would be perfect, I think. I definitely think the witch lacks any sort of a real edge over a wizard or druid without some small changes like this.

The summoner has haste as a 2nd-level spell because it's an important spell for the class. I think the witch could stand to get a discount on baleful polymorph for the same reason.

Jason Bulmahn Director of Game Design Dec 17, 2009, 11:04 am

Interesting suggestions folks. Are there any spells that should not be on the lists that currently are?

Jason Bulmahn
Lead Designer
Paizo Publishing

Jason Bulmahn wrote:

Interesting suggestions folks. Are there any spells that should not be on the lists that currently are?

Jason Bulmahn
Lead Designer
Paizo Publishing

Yeah, here's some that seem odd for Witches IMO:

1- Burning Hands (Weren't witches in fantasy literature burned at the stake?)
Detect Secret Doors

2- Find Traps
Status

6- Heroism, Greater
Transformation

Though by no means am I 100% against them being on the list. Really and truly, I think you did a heck of a job on the whole on the spell list.

well Im not so sure if Raise dead and resurection should be on the witches list. I feel like this should rightfully belong only to the cleric.

I pretty much don't like most of the over 'blasty' spells being on the main list: THe burning hands, lightning bolt, Black tentacles, chain lightning. ANything of the invoke/evoke blasty sort.

Spells that I think should be one level lower

baleful polymorph
poison/neutralize poison

Spells that should be dumped in favor of other spells

analyze dweomer
antipathy
arcane sight
astral projection
burning hands
clone
cone of cold
detect secret doors
enlarge person
false life
find the path
find traps
glitterdust
grease
greater heroism
heroism
identify
legend lore
mending
minor creation
plane shift
reduce person
secure shelter
see invisibility
sympathy
true seeing

Spells that should be considered for being added

acid arrow
animal messanger
beast shape
(all)- witches were always accused of being cats and whatnot
calm emotions
charm/dominate animal
commune with nature
contagion,
Absolutely contagion, If they get remove disease, shouldn't they have contagion?
contingency
creeping doom
disguise self
they have alter self, why not disguise self?
disintegrate
endure elements
energy drain
- cant's have enervation w/o energy drain
entangle
finger of death
flaming sphere
fox's cunning
they are an INT based class, so this is really needed as a main spell
freedom
gaseous form
giant vermin
greater planar ally
hallucinatory terrain
heat metal/chill metal
hideous laughter
imprisonment
insect plague
lesser planar ally
As chosen by familiar
lesser restoration
longstrider
modify memory
planar ally
plant growth
polar ray
project image
pyrotechnics
quench
resilient sphere
resist energy
mostly included for fire
restoration
sanctuary
scintallating pattern
shapechange
shield
shocking grasp
telekinesis
temporal stasis
wall of fire
wall of force
wall of ice
wall of stone
wall of thorns
whirlwind

Other notes

I don't think they should get reincarnate, raise dead, and resurrection. They need one for their familiar, since it's so vulnerable and important, but it doesn't quite make sense for both

I'd say remove lightning bolt, but Maleficent used it a lot.

I see reincarnate staying but I like resurrection on their list too.

Clerics don't need any more to shine.

add me to the list of people who think baleful polymorph should be available sooner

Benn Roe wrote:

I think a lot of these are good suggestions, but I think the idea of lowering baleful polymorph's spell level is by far the best. 4th-level would be perfect, I think. I definitely think the witch lacks any sort of a real edge over a wizard or druid without some small changes like this.

The summoner has haste as a 2nd-level spell because it's an important spell for the class. I think the witch could stand to get a discount on baleful polymorph for the same reason.

Agree with Selgard: "Making spells lower level is a tricky issue"

Giving Summoners haste as a 2nd level spell was bad.
Wand of haste anyone?

Agree they should not have: Burning hands, Heroism, Greater Heroism, glitterdust, resurrection, greater planar ally, plane shift, see invisibility (and some other divination stuff)

Shield should not be considered. They are not wizards they are witches. I guess they need the AC bonus, but shiled just don't feel right. Nor should they get stuff like: charm/dominate animal, commune with nature, etc. They are not druids. At first I tought they should get speak with animals, but I'm not sure. Witches are not like druids a part of nature, they rahter use nature to their own needs.

They should indeed get: hallucinatory terrain, and..
contagion
creeping doom
energy drain
finger of death
fox's cunning
giant vermin
heat metal/chill metal
hideous laughter
imprisonment
insect plague
project image

Jason Bulmahn wrote:

Interesting suggestions folks. Are there any spells that should not be on the lists that currently are?

Jason Bulmahn
Lead Designer
Paizo Publishing

I feel like the blasting spells are a bit random. They mostly fit from a flavor perspective (except maybe Burning Hands), but they come infrequently in the list, which is problematic. I'd suggest either just dropping them all and coming up with some other blasting mechanic for Witches that fit their flavor or adding one of each level even if some only slightly fit the Witch style (since most Witches won't be learning all of them just like most Wizards don't know a blasting spell of each level.) Frankly after playing a Witch in a couple of playtest games, I don't think they'd miss dropping all of them. It might be weird having nothing that does direct damage though.

As to what to add to the list, I'd like to again suggest that almost all Abjuration spells be added. This is for the same reason that the Witch has all Divination spells. These two schools are often where you find the spells that deal with arcane things. And while Witches are not Wizards, they are creatures that study the arcane arts. And so should be also studying how to protect themselves from other Witches (or magic in general). I believe the difficulty is that the Abjuration school tends not to get added to any group other than Wizards because they mostly deal with the paradigm of magic in DnD and rarely fit the flavor of casters from other literature. I think viewing the Witch as solely a product outside of the paradigm of DnD magic is a mistake. And so Witches, who are very similar to Wizards but with a different magical philosophy, are suited to Abjuration.

And while they've been mentioned several times, I don't see why Heroism and Greater Heroism would not be particularly suited for Witches. Along with Raise Dead and Resurrection.

On a slightly random note I'd suggest consideration of Beast Shape spells, as there is a common story of Witch duels consisting of alternating animal forms.

Some specific spells that I'd consider adding:
Heroes Feast: This spell isn't so much mechanically useful as fitting the flavor of Witches. It's a good complement to also having Greater Heroism on the list.
Limited Wish and Wish: Is there any reason these aren't on the list? I understand not wanting to overshadow the Wizard, but given the differences you're in no danger of doing that. Wizards still have far more tools at their disposal. And the spells certainly fit the flavor of Witches.
Permanency: On the same note of the Wish spells. This is a seemingly signature spell of Witches in general and giving it to the Witch isn't going to undercut the Wizard by any real degree.
Freedom of Movement: Are there casters that don't get this spell on their list? And with good reason.
Giant Vermin/Repel Vermin: I'm not sure there's much needed to say about these.
Insect Plague: same as above.
Wind Walk: Fast and freaky overland travel? Sign the Witches up.
Gust of Wind: If you're looking for extra padding on the spell list.
Quench: Because it would be amusing?
Stoneskin: I'd consider this spell for the same reason Druids have it. Other than Witches desperately needing more protective spells, which is also a good reason to include it.
Spellstaff: Because if there's a cool trick that Druids have that gets used less often than this spell, I don't know what it is. I think Witches would get far more use out of it and it'd be a nice trick to have up their sleeve.
Undetectable Alignment: I suppose Paladins and Assassins might need this spell more, but neither of those got burned at the stake.
Create Water/Purify Food and Drink/Create Food and Water: Maybe these aren't on the list because Witches are expected to cook their own food, but sometimes you get a lot of guests coming to the cottage.
Restoration (lesser too): I'd consider these spells. Given they have no real flavor since they only remove a game mechanic effect that has little flavor of it's own in any literature they don't particularly suit the Witchr. But given the Witch seems to be Queen of removing debuffs, these would certainly fit that role (and it's a really cool role for them to have).
Feather Fall: Witches are as light as a feather, didn't you know? I'd recommend this spell. There aren't too many transmutation spells I like for Witches (and you have all of the rest of them on the list already) but this one seems well suited for both the flavor of the Witch and mechanically to an arcane caster in DnD.
Endure Elements/Resist Energy/Protection from Energy: These are specific abjuration spells that I think are particularly well suited for Witches.

Ritual Spell Book and Witch Class for 5e Preview

If you play Dungeons and Dragons, you may look for new content for your game. If you want to add your D&D adventures with magical abilities, this may be a book you may consider. A new Witch class and Shaman, Clairvoyant & Voodoo subclasses are described alongside a book of spells. Check them out in the Ritual Spell Book and Witch Class from Fumble Folks.

Fumble Folks try to introduce new players to the hobby. Their short and light adventures try to provide a way to get your game to the table without taking too long of your time. Their objective is to help those new players that may be scared of the huge amount of content in D&D core books. If you’re taking your first steps into the world of RPGs you may consider it.

In Dungeons and Dragons 5e, there is space for new magical classes and rituals. That is where the Ritual Spell Book and Witch Class come in place. The Witch uses her own Ritual Spell Book to cast powerful spells that may fit your adventure.

With three subclasses based on witchcraft, the Witch is a new ritual spellcaster to 5e. With their abilities, you can create a Witch character as you prefer. Whether you’re creating a Clairvoyant, a Shaman, or a Voodoo practitioner. You’ll find new rules and mechanics, instant-cast spells, and ritual spells to expand spellcaster abilities. It may allow increased flexibility to use spells outside a combat-centric domain for players who want to focus on spellcasting instead of just on melee combat.

Beginner players and game masters may find the book descriptions, design, layout, and illustrations pleasing.

This book is a result of research on witchcraft. Working with real-life practitioners helped the writers in this project.

Ritual Spell Book for 5e and the Witch Class is an addition to Fumble Folk’s previously released Beginner’s Bundle for D&D. The content from this book can be used with previous books.

Remember that this is just a preliminary preview, and things may change before the final release. As the creators stated, their “focus is on making it as good as possible”, and a deeper preview would be possible “once they have solid play-test material”. These are our first impressions of Ritual Spell Book and Witch Class. We can’t provide a comprehensive review, score, and recommendation of the book because, so far, we have had very limited access to the book’s contents and have yet to try it. We may consider reviewing the book once it is published.

Get ready to unleash the power of the occult with this addition to Dungeons and Dragons 5e.

Intelligence Check

As a character class, the witch has had a hard time getting off the metaphorical ground in Dungeons & Dragons. In fact, it’s notable that the most famous instances of a witch class come from various third parties, such as Mayfair Games and Paizo Publishing.

But, in a bit of sleight of hand that a lot of people overlooked (helped by it never getting included in the SRD), D&D slipped a witch class into its Third Edition, right there on pages 26-27 of the 3.0 Dungeon Master’s Guide and page 175 of the 3.5 DMG (the latter of which is depicted below).

Okay, so that’s just a spell list rather than a full class presentation. Indeed, this is the example that’s presented as what a customized spell list could look like; the section on developing entirely new classes (though it largely discusses this in terms of variations of an existing class) is actually the one right after that. Still, the text accompanying the witch spell list says that a witch “[…] casts spells as a sorcerer, using the sorcerer’s Spells per Day table […] and her spells are based on Charisma.” From there, it’s not hard to make the leap that in 3.5, a witch character uses the sorcerer class in all ways, save for using the above spell list instead of the standard sorcerer/wizard one in the Player’s Handbook.

It might have been a bit of a bait-and-switch, but the witch found her niche.

The 3.0 Witch Spell List

One thing that’s interesting to consider is how the witch spell list in 3.0 differed from its 3.5 counterpart. For the most part they’re identical (or at least, they are after you apply the errata). However, there are a few differences between them, which you can reintroduce if you want a witch character to feel slightly more different from her spellcasting counterparts.

Make speak with animals a 2nd-level spell.

Make baleful polymorph a 4th-level spell.

Add animal growth to the witch’s 5th-level spells.

Make greater scrying a 5th-level spell.

Finally, consider deleting the spells crushing despair (4th), good hope (4th), and rage (3rd), instead replacing them with emotion as a 4th-level spell. Emotion was removed from the 3.5 version of the game (with several of its effects becoming their own spells), but bringing it back just for the witch can be a good way to make the class a little more unique.

For pricing the witch spell list as a magic progression in Eclipse: The Codex Persona (page 11), I’d recommend making it equal in cost to the bard, cleric (no package), and druid progressions.

Arcana Evolved Witch Class for 5e (1 Viewer)

Here's my conversion of the (from my PoV) awesome Witch Class from Monte Cook's Arcana Evolved for D&D 3.5. I haven't included most of the descriptions, because that's all in Arcana Evolved, but here are all the rules. I borrowed heavily from the 5e Warlock Class, because they are fairly similar, but Witches are quite distinct. Let me know what you think?

Basic Features

Hit Dice: 1d8 per witch level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per witch level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from Arcana, History, Insight, Investigation, Nature, Perception, and Religion

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a component pouch or (b) an arcane focus
  • (a) a scholar's pack or (b) a dungeoneer's pack
  • Leather armor, any simple weapon, and two daggers
  • Iron Witch: +1 Armor Class for weapons made partly or entirely of iron or steel.
  • Mind Witch: The witch has psychic resistance.
  • Sea Witch: The witch can breathe water for up to 1 hour once a day.
  • Wind Witch: The witch is immune to poison gases and takes no damage from them.
  • Winter Witch: The witch has cold resistance.
  • Wood Witch: +1 Armor Class for weapons made partly or entirely of wood.

In addition, all witches start play with a single manifestation of their power, and gain additional manifestations at they increase in level. The player chooses which manifestation to receive when, but can only select manifestations of their type. There are six types of manifestations, and characters can only choose a single manifestation once:

The manifestations are described below. All can be used at will, just like cantrips, and unless otherwise specified, they all require 1 action to use.

  • Iron Witch (iron blade): The sword is a magic weapon with a bonus equal to half the Witch’s proficiency bonus (round down), giving a +1 bonus at 1st level, a +2 bonus at 9th level, and a +3 bonus at 17th level.
  • Mind Witch (mind blade): The sword does psychic damage and ignores all worn non-magical armor, but not magical protections. You also add your ability modifier for Wisdom instead of Strength to the damage of this attack. The sword’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Sea Witch (water sword)Prerequisite 7th level: This weapon rusts non-magical metal like a rust monster (Monster Manual, p. 262). This effect does nothing to any material other than metal or to adamantine, mithral, or any magical weapons or armor.
  • Wind Witch (wind blade): The winds comprising this blade turn away incoming attacks. While the witch wields the blade, her AC can't be less than 16, regardless of what kind of armor she is wearing.
  • Winter Witch (ice blade): When you hit with an Attack using this blade, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have Resistance to fire damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Wood Witch (living blade): The blade doubles its damage against non-living opponents. This damage triples at 7th level, and quadruples at 13th level.
  • Iron Witch (fire lance): The iron witch summons a lance made of flaming iron. The character is proficient with the weapon, which operates in all ways like a lance, except that it causes no disadvantage for close attacks and it inflicts 1d6 fire damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). In addition, this manifestation also produces as much light as a light spell.
  • Mind Witch (mind fire): The mind witch launches a blast of pure metal energy from her forehead at a target within 60 feet. Mindfire inflicts 2d6 points of damage. This damage can be negated with a Wisdom saving throw. The manifestation creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. you can direct the beams at the same target or at different ones. Each beam requires a separate saving throw.
  • Sea Witch (liquid fire): The sea witch can spray acid. Every creature in a 20-foot cone must succeed on a Dexterity saving throw or take 1d6 acid damage. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Wind Witch (fire shield): The wind witch summons a shield of swirling, churning flame, the same size as he is. The witch is proficient with the shield, which has no weight, inflicts no penalties and increases the witch’s Armor Class by 2. Creatures that launch a melee attack at the witch suffer 1d6 point of fire damage per round from the shield’s heat. The shield disappears when out of the witch’s grasp. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Winter Witch (ice fire): The winter witch launches a blast of pure cold energy from her hand at a target within 60 feet. On a hit, ice fire inflicts 1d10 points of damage. This manifestation’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Wood Witch (green fire): The wood witch launches a blast of pure positive energy from his hand at a single target within 60 feet. When casting, the witch must decide whether the blast will affect living or unliving targets. It cannot affect both. On a hit, greenfire inflicts 1d10 points of damage. This manifestation’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
  • Iron Witch (armor song): The iron witch can sing a song that weaves a sheath of magical, weightless armor around himself. This armor can have any appearance the witch desires, but in all cases his base AC becomes 14 + his Dexterity modifier. This effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious.
  • Mind Witch (thought chord)Prerequisite 4th level: You gain the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. This range increases to 600 ft if you have previously made mental contact with the target, but it is also blocked by the same barriers as the Message spell.
  • Sea Witch (sea song): While on a boat or ship, the sea witch can sing a brief song that disperses bad weather around the ship and grants the physical structure of the ship resistance to all spells designed to damage it. Each use of this song lasts for 24 hours.
  • Wind Witch (far voice)Prerequisite 4th level: This manifestation is identical to the Message cantrip, except that it has a range of 50 miles, but the witch must have previously communicated with the target.
  • Winter Witch (ice song)Prerequisite 4th level: The winter witch sings a song that freezes a single humanoid target of no greater than medium size in place. Except for the size limitation, this manifestation is identical to the Hold Person spell.
  • Wood Witch (lifesong)Prerequisite 7th level: A creature the wood witch touches regains a number of hit points equal to 1d6 + their spellcasting ability modifier. This spell has no effect on undead or constructs. Unlike the other songs, this one requires 1 minute to sing.
  • Iron Witch (pierce spirit)Prerequisite 4th level: The iron witch can create and hurl a spear-like barb of “spiritual iron” at a living target as a standard action with a range of 120 feet. If successful, the target must make a Wisdom saving throw or suffer spiritual damage that causes the target a disadvantage on Wisdom checks and Wisdom saving throws. Subsequent attacks on the same target reduce their Wisdom by 1 point +1 point per five witch levels. Targets fully recover from all effects of this attack after a long rest.
  • Mind Witch (hide spirit)Prerequisite 4th level: The mind witch is immune to all divination spells directed specifically at her. In addition, the mind witch gains advantage on all Dexterity (Stealth) checks.
  • Sea Witch (fluid spirit)Prerequisite 7th level: The sea witch has advantage on all saving throws against spells and other magical effects.
  • Wind Witch (air spirit)Prerequisite 4th level: The witch can cast the Unseen Servant spell at will. However, this servant possesses 5 hit points and has a Strength of 6.
  • Winter Witch (chill spirit)Prerequisite 4th level: The winter witch can cause a single target within 60 to become frightened of you if the target fails a Wisdom saving throw. This spell lasts as long as the witch concentrates, to a maximum of 1 minute.
  • Wood Witch (heal spirit)Prerequisite 4th level: With a touch, the wood witch can restore 1 point of temporary ability score drain + 1 point per five witch levels.
  • Iron Witch (hail of metal)Prerequisite 4th level: The iron witch summons a swirling cloud of jagged metal that can appear anywhere within 60 feet of him, with a diameter of 20 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. The shards of metal vanish at the end of your next turn, but until then the ground they are on becomes difficult terrain. This manifestation’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
  • Mind Witch (mind cloud)Prerequisite 4th level: The mind witch summons a swirling cloud of psionic energy that can appear anywhere within 60 feet of him, with a 30-foot diameter. All within the area must make a Wisdom saving throw or be incapacitated for 1 round. The cloud lingers for 1 round, and this duration increases by 1 round when you reach 5th level (2 rounds total), 11th level (3 rounds total), and 17th level (4 rounds total).
  • Sea Witch (swirling mist): The sea witch creates a cloud of dense mist that duplicates the Fog Cloud spell, except that it only has a range of 60 feet, and it only lasts for 10 minutes,
  • Wind Witch (gust)Prerequisite 4th level: The wind witch produces an effect identical to the Gust of Wind spell, except that it only lasts 1 round.
  • Winter Witch (hailstorm)Prerequisite 4th level: The winter witch summons a pounding hailstorm that can appear anywhere within 60 feet of him, with a diameter of 20 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 bludgeoning damage and 1d6 cold damage on a failed save, or half as much damage on a successful one. The shards of ice vanish at the end of the turn after the hailstorm ends, but until then the ground they are on becomes difficult terrain. The hailstorm lasts for 1 round, this duration increases by 1 round at 5th level, by a total of 2 rounds at 11th level, and by a total of 3 rounds at 17th level, where the spell lasts for 4 rounds.
  • Wood Witch (storm of thorns)Prerequisite 4th level: The wood witch fires a cloud of wooden thorns from their body in all directions to a radius of 10 feet. Each creature in this area must make a Dexterity saving throw, taking 1d6 piercing damage on a failed save, or half as much damage on a successful one. The thorns vanish at the end of your next turn, but until then the ground they are on becomes difficult terrain. The damage caused by this spell increases by + 1d6 per two witch levels.
  • Iron Witch (word of repair)Prerequisite 4th level: The iron witch can repair objects, like they were using the Mending cantrip, except that badly broken objects, like a shattered sword can be completely repaired as long as they weigh no more than 30 lbs. The iron witch can also repair damaged objects of any size, mending a hole in a wall or a boat, as long as the majority of the object is intact.
  • Mind Witch (word of command)Prerequisite 7th level: This manifestation is identical to the Command spell, except that its range is only 30 ft, and it does not permit you to command additional targets at higher level
  • Sea Witch (water word)Prerequisite 4th level: The sea witch can produce an effect identical to the Shape Water spell, except that it affects a cube of water 50 feet on a side. In addition to the uses listed under the shape water spell, the sea witch can also increase or decrease the DC of swimming or boating checks on this water by + or – 10.
  • Wind Witch (windspeech): The wind witch conjures a whispering breeze that translates the words one creature is saying to all within 30 feet. If desired, the subject can make a Wisdom saving throw to negate the effect.
  • Winter Witch (freezing word)Prerequisite 4th level: With a single word, the winter witch freezes two inanimate objects together with a thick coating of ice. One of the objects must be no larger than Medium size. Breaking the bond requires a Strength check (DC 30). Depending on the material of the objects involved, the objects themselves may break first. The icy coating lasts 10 minutes per level. The witch can use this ability to seal doors, stick weapons in sheaths, and so on. If an object to be affected is in a creature’s possession, the creature can make a Constitution saving throw to resist. The witch can also coat a surface, 10 feet square, with slick ice requiring anyone standing on it or walking across it to make an Acrobatics (Dexterity) or slip and fall, and the affected region becomes difficult terrain. The icy coating lasts 10 minutes per level.
  • Wood Witch (nature’s warding word): With a word, the wood witch gains woody bark-like armor that increases her Armor Class by +2. This effect lasts until dispelled, although it does not remain while the witch is asleep or unconscious. Using nature’s warding word is a standard action and this armor can be combined with light armor.

Cantrips
You know three Cantrips of your choice from the witch spell list. You learn additional witch Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the witch table.

Spell Slots
The witch table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your witch spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a long rest.

For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Silent Image, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level Spells of your choice from the witch spell list. You learn a new witch spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new witch spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have Spell Slots.

  • Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
  • Spell attack modifier = your proficiency bonus + your Wisdom modifier

Natural Recovery
Starting at 2nd level, you can regain some of your magical energy by sitting in meditation. During a short rest, you can recover half you spell slots (round down). You can't use this feature again until you finish a long rest.

Ritual Casting
You can cast any witch spell you know as a ritual if that spell has the ritual tag. In addition, if you come across a spell in written form, such as a magical spell scroll or a wizard's spellbook, you might be able to add it to your ritual book. The spell must be on the spell list for the class you chose, the spell's level can be no higher than half your level (rounded up), and it must have the ritual tag. The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it.

Witchery Spellcasting
Depending on your type, you can choose from an expanded list of spells when you learn a witch spell. The following spells are added to the witch spelllist for each type of witch. These spells are listed by spell level.

  • 1st Identify, Searing Smith
  • 2nd Heat Metal, Magic Weapon
  • 3rd Elemental Weapon, Meld Into Stone
  • 4th Fabricate, Stone Shape
  • 5th Animate Objects, Wall of Stone
  • 1st Charm Person, Speak with Animals
  • 2nd Detect Thoughts, Phantasmal Force
  • 3rd Clairvoyance, Sending
  • 4th Otiluke’s Resilient Sphere, Phantasmal Killer
  • 5th Rary’s Telepathic Bond, Telekinesis
  • 1st Create or Destroy Water, Thunderwave
  • 2nd Fog Cloud, Protection From Poison
  • 3rd Water Breathing, Water Walk
  • 4th Control Water, Watery Sphere
  • 5th Destructive Wave, Maelstrom
  • 1st Fog Cloud, Zephyr Strike
  • 2nd Gust of Wind, Warding Wind
  • 3rd Fly, Wind Wall
  • 4th Freedom of Movement, Storm Sphere
  • 5th Cloudkill, Control Winds
  • 1st Grease (with ice instead of grease), Ice Knife
  • 2nd Snilloc’s Snowball Swarm, Spike Growth
  • 3rd Protection From Energy, Sleet Storm
  • 4th Freedom of Movement, Ice Storm
  • 5th Cone of Cold, Wall of Stone (but made of ice)
  • 1st Goodberry, Cure Wounds
  • 2nd Lesser Restoration, Pass Without Trace
  • 3rd Plant Growth, Revivify
  • 4th Grasping Vine, Locate Creature
  • 5th Awaken, Raise Dead

Familiarity With Magic
The 6th-level and higher the witch gains a bonus to all saving throws against spells and spell-like abilities (including magic items). Further, she gains a +2 competence bonus to Armor Class against spells requiring attack rolls.

  • Iron Witch: Iron witches gain a permanent +1 bonus to Armor Class as their flesh grows hard as iron.
  • Mind Witch: Mind witches gain advantage against all enchantment spells and mind-affecting effects as they erect a continual mental shield.
  • Sea Witch: Sea witches can breathe water at will and gain a swimming speed equal to their normal movement.
  • Wind Witch: Wind witches can use the spell Fly (self only), with a duration of up to one hour once before taking a long rest.
  • Winter Witch: Winter witches gain advantage to all Charisma checks with creatures (including humans and humanoids) living in arctic and subarctic environments.
  • Wood Witch: Wood witches gain a permanent +1 bonus to Armor Class from a barklike hardening of their skin.

Channel Witchery
At 20th level, you can draw on your inner reserve of mystical power, allowing you to spend 1 minute meditating to regain all your expended spell slots. Once you regain spell slots with this feature, you must finish a long rest before you can do so again.

Spell List
Use the Warlock spell list, with the following changes and additions. Basically, I removed the more evil/creepy Warlock spells and added in a few more useful spells, while still not giving them any of the big powerhouse spells.

  • Arms of Hadar
  • Hellish Rebuke
  • Chromatic Orb
  • Disguise Self
  • Find Familiar
  • Silent Image
  • Alter Self
  • Invisibility
  • Knock
  • Levitate
  • Hunger of Hadar
  • Vampiric Touch
  • Blink
  • Daylight
  • Dispel Magic
  • Haste
  • Protection From Energy
  • Slow
  • Arcane Eye
  • Confusion
  • Dominate Beast
  • Greater Invisibility
  • Commune With Nature
  • Creation
  • Dream
  • Legend Lore
  • Teleportation Circle
  • Guards and Wards
  • Move Earth
  • Programmed Illusion
  • Sunbeam
  • Prismatic Spray
  • Reverse Gravity
  • Symbol
  • Mind Blank

They can cast powerful offensive spells to deal damage to enemies, or supportive spells to heal or protect their allies. Some common witch spells include 'Hex', which curses a target and hampers their abilities, 'Baleful Polymorph', which transforms a creature into a weaker form, and 'Summon Familiar', which allows the witch to summon a magical companion to aid them in their adventures. Witches also have access to unique spells that reflect their connection to nature or the supernatural.

Dnd witch spells

These spells often involve communing with spirits or invoking the powers of the natural world. For example, 'Call Lightning' allows the witch to summon bolts of lightning to strike their enemies, while 'Speak with Dead' allows them to communicate with deceased beings. In addition to their spellcasting abilities, witches in D&D often have access to a range of other features and abilities that enhance their magical prowess. These can include the ability to brew potions, create magical items, or even transform into animals or ethereal forms. It is worth noting that the specific spells and abilities available to witches can vary depending on the edition of D&D being played, as well as the specific campaign setting or expansion being used. Players should consult the rulebooks or consult with their Dungeon Master to determine the exact spells and abilities available to their witch character. Overall, witch spells in D&D offer players a wide range of magical abilities to explore and utilize in their adventures. Whether they are delving into ancient crypts, battling fearsome monsters, or unravelling mysteries, witches can bring a unique and powerful brand of magic to any D&D game..

Reviews for "Beware the Curse: Witch Spells that Inflict Curses on Dnd Enemies"

1. Jane - 2 stars
I was really disappointed with the "Dnd witch spells" book. The spells described in the book were very basic and didn't offer anything new or exciting. I was hoping for some unique and powerful spells that would add depth to my witch character, but unfortunately, this book didn't deliver. Additionally, the book lacked clear instructions on how to perform the spells, leaving me confused and unsure of how to properly incorporate them into my gameplay. Overall, I would not recommend "Dnd witch spells" to anyone looking for interesting and innovative spells for their witch character.
2. Mark - 1 star
I found the "Dnd witch spells" book to be incredibly underwhelming. The spells listed were mostly generic and lacked any creativity or originality. It felt like the author simply compiled a list of basic witch spells that can be easily found online for free. The lack of depth and variety in the spells made me regret my purchase. Furthermore, the book had several spelling and grammatical errors, which made it difficult to follow at times. I would not recommend wasting your money on this book when there are much better options available for finding quality witch spells in the Dnd world.
3. Sarah - 2 stars
"Dnd witch spells" was a letdown for me. The spells provided in the book were too simplistic and didn't offer any real challenge or excitement. I was expecting more advanced and complex spells that would add a new dimension to my gameplay, but unfortunately, this book fell short. Additionally, some of the spells were poorly explained and lacked clear guidelines on how they should be used in the game. Overall, I felt like the book didn't bring anything valuable to my witch character's spellcasting abilities, and I would recommend exploring other sources for more interesting and nuanced witch spells.
4. Michael - 1 star
I regret purchasing "Dnd witch spells." The book's content was extremely basic and lacked any originality. It felt like a compilation of beginner-level spells that can be easily found in any Dnd spell guide. The author didn't offer any new insights or unique spells that would make this book worth the price. Additionally, the writing style was dry and unengaging, making it difficult to stay interested while reading. I would advise other players to look for more comprehensive and creative spell guides that can truly enhance their witch characters' abilities.

Embracing the Dark Side: Necromantic Witch Spells for Dnd Characters

The Witch's Arsenal: Essential Tools and Ingredients for Casting Dnd Spells