Bloodwitch

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Background

With a mix of dark and light, bloodwitches weave power and lore known only to themselves. Walking the border between divine and arcane, bloodwitches forge pacts with immortals, gather in mysterious ways for strange rituals, and call spirits out of the Lands of Rest. To many people, they are figures of fear to be persecuted; to others, they are venerated keepers of an ancient tradition of lore, healing, and home-brewed sorcery. Adventures: Bloodwitches may adventure in service to their immortal power or their own art. Some wish to avoid the society that condemns them, hoping for acceptance in an adventuring group. Others adventure for common reasons: heroism, curiosity, wealth, fame, and great deeds.

Characteristics: Bloodwitches use arcane magic in ways different from wizards and sorcerers, because they specialize in hacking the roots of arcane magic to gain power in non-traditional ways. They also use divine spells and divine abilities, granted by the immortal powers with whom they have forged pacts. They call spirits and souls to them, as servants and partners. They perform unusual rituals. They brew powerful potions and are adept alchemists.

Alignment: Bloodwitches use both good and evil magic, judging themselves by how and why they use such tools. Some like to teach lessons that help others, and some just like to meddle -- it may be hard to tell the teaching from the meddling! That suggests a chaotic bent. But on the other hand, bloodwitches organize into covens, in which they gain greater power, and they defer to coven leaders. This tendency is lawful. So in alignment, as in most things, bloodwitches are hard to pin down.

Religion: Bloodwitches form blood pacts with immortal powers that greatly benefit both — together they “hack” the normal ways of things, to the eternal frustration of the gods. Through this, the immortal power gives the bloodwitch access to the Shadowlands and Woldsblood, giving him arcane spellcasting without the normal training. Through this access to the Shadowlands, bloodwitches summon both living and dead witches to form covens and perform powerful rituals. The immortal power also provides the domain spells it also gives to its clerics. The result is that bloodwitches cast both arcane and divine spells. The immortal power also “cheats” the system by using the bloodwitch to pull energy from the Realm of Shadows, boosting its own power and influence. Some bloodwitches are more than just partners with their immortal powers; some are heralds, minions, and worshippers who are glad to serve. Others view the blood pact as just a bargain or deal, albeit with some level of mutual respect in the arrangement.

Background: The Realm of Shadows coexists with the Wold proper (like the traditional D&D Ethereal Plane). Rivulets of Woldsblood run through this coexisting part of the Realm of Shadows. With the aid of an allied immortal power, a bloodwitch reaches into the Realm of Shadows and draw power from Woldsblood directly to refresh spell slots.

Races: Among all races, there are those who seek out forbidden lore, or who forge pacts with powers others have forgotten. But humans have a strong bloodwitch tradition, because humans often produce eccentrics and outcasts. Elves also have a bloodwitch tradition, because they encourage free thought and the exploration of magic. Dwarfish bloodwitches are rare in the conformity of dwarf society, and gnomes more often find outlets as bards and illusionists. Halflings that have settled down seldom produce bloodwitches, but wandering halflings, exiles or outcasts, may have bloodwitches among them. The Taur races -- centaur, minotaur, liontaur -- often see bloodwitches on the fringes of their societies. Among drow and humanoids, bloodwitches are relatively common.

Other Classes: Bloodwitches often feel that they have to prove themselves to others. Barbarians may fear bloodwitches, wizards scorn their "primitive" magic, paladins suspect evil in their dark rituals, and clerics look askance at the pacts bloodwitches forge with some immortal powers. Druids, perhaps, as guardians of an ancient tradition of their own, feel a kinship with bloodwitches, with whom they also share a love of herbal lore. Some bards seek out bloodwitch lore.

Role: Because bloodwitches forge pacts with immortal powers but not with gods, they are seen as outsiders. Some respond to this with pride, ignoring whispered slurs and snubs. Some embrace the role of outsider, defying convention in eccentric ways. NPCs who use divine magic through worshipping Gargul, especially, will never have an attitude better than “indifferent” towards bloodwitches; they say that Woldsblood and the souls of the dead are their special spheres alone. Player characters who honor Gargul are free to treat bloodwitches as they prefer, just as a paladin PC might be friends with a heroic rogue PC who uses poison and lies in a good cause. Dead bloodwitches who petition Gargul to be returned to life usually find him to be sterner than other characters do.

Game Rule Information

Abilities: Bloodwitches may be insightful or foolish, repellent or lovely. But all of them are clever, and their minds are keen. A bloodwitch uses Intelligence to determine how powerful a spell he can cast, his number of spells per day, and how hard it is to resist the spell's magic. Bloodwitches also benefit from a high dexterity score, because they use little or no armor, and from a high constitution, because their hit points are low.

Alignment: Any

Hit Die: d6

Starting Funds and Gear: Bloodwitches gain the same amount of starting wealth as a wizard.

Class Skills: The bloodwitch's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (all) (Int), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Use Magic Device (Cha). Note that Craft (alchemy) is an important skill for many bloodwitches. Skill Ranks: 4 + Int per level.

Weapon and Armor Proficiency: Bloodwitches are not proficient with any type of armor nor with shields. Bloodwitches are proficient with all simple weapons. When wearing armor and casting arcane spells, a bloodwitch faces the arcane spell failure chance that the armor type normally imposes. The bloodwitch has no chance of armor-based failure when casting divine (domain) spells.

TABLE: The Bloodwitch

...................Fort....Ref.....Will
Level....BAB.......Save....Save....Save....Special
01.......+0.........+2......+0......+2.....Spirit Bond, Blood Pact
02.......+1.........+3......+0......+3.....Coven I, Basic Rituals
03.......+1.........+3......+1......+3.....Focused Curse +1, 1/day
04.......+2.........+4......+1......+4.....Guide/Mislead
05.......+2.........+4......+1......+4.....Life & Death x1
06.......+3.........+5......+2......+5.....Intermediate Rituals
07.......+3.........+5......+2......+5.....Focused Curse +1, 2/day
08.......+4.........+6......+2......+6.....Meta-Witch
09.......+4.........+6......+3......+6.....Life & Death x2
10.......+5.........+7......+3......+7.....Coven II
11.......+5.........+7......+3......+7.....Focused Curse +2, 2/day
12.......+6/+1......+8......+4......+8.....Cleanse/Fester
13.......+6/+1......+8......+4......+8.....Life & Death x3
14.......+7/+2......+9......+4......+9.....Advanced Rituals
15.......+7/+2......+9......+5......+9.....Focused Curse +2, 3/day
16.......+8/+3......+10.....+5......+10....Divine Appeal
17.......+8/+3......+10.....+5......+10....Life & Death x4
18.......+9/+4......+11.....+6......+11....Coven III
19.......+9/+4......+11.....+6......+11....Focused Curse +3, 3/day
20.......+10/+5.....+12.....+6......+12....Mother Of All Curses

TABLE: Bloodwitch Spells Per Day

LVL..-----------------Spells per Day-----------------------
.....0....1.....2.....3.....4.....5.....6.....7.....8.....9
.1).all..1+1....—.....—.....—.....—.....—.....—.....—.....—
.2).all..2+1....—.....—.....—.....—.....—.....—.....—.....—
.3).all..2+1...1+1....—.....—.....—.....—.....—.....—.....—
.4).all..3+1...2+1....—.....—.....—.....—.....—.....—.....—
.5).all..3+1...2+1...1+1....—.....—.....—.....—.....—.....—
.6).all..3+1...3+1...2+1....—.....—.....—.....—.....—.....—
.7).all..4+1...3+1...2+1...1+1....—.....—.....—.....—.....—
.8).all..4+1...3+1...3+1...2+1....—.....—.....—.....—.....—
.9).all..4+1...4+1...3+1...2+1...1+1....—.....—.....—.....—
10).all..4+1...4+1...3+1...3+1...2+1....—.....—.....—.....—
11).all..4+1...4+1...4+1...3+1...2+1...1+1....—.....—.....—
12).all..4+1...4+1...4+1...3+1...3+1...2+1....—.....—.....—
13).all..4+1...4+1...4+1...4+1...3+1...2+1...1+1....—.....—
14).all..4+1...4+1...4+1...4+1...3+1...3+1...2+1....—.....—
15).all..4+1...4+1...4+1...4+1...4+1...3+1...2+1...1+1....—
16).all..4+1...4+1...4+1...4+1...4+1...3+1...3+1...2+1....—
17).all..4+1...4+1...4+1...4+1...4+1...4+1...3+1...2+1...1+1
18).all..4+1...4+1...4+1...4+1...4+1...4+1...3+1...3+1...2+1
19).all..4+1...4+1...4+1...4+1...4+1...4+1...4+1...3+1...3+1
20).all..4+1...4+1...4+1...4+1...4+1...4+1...4+1...4+1...4+1

Spells and Spellcasting

A bloodwitch casts both arcane and divine spells. Bloodwitch class levels can count as both divine caster levels and arcane caster levels for the purpose of qualifying for and advancing in prestige classes. Though most bloodwitch spells are arcane, the bloodwitch also has a Domain (and an associated immortal power granting the domain), so he also receives a domain spell for each spell level. The "+1" on the table above represents that. These spells are gained in addition to any bonus spells for having a high ability score. Domain spells are the bloodwitch's divine spells, and they are not subject to arcane spell failure. A bloodwitch's domain spells are prepared ahead of time and cannot be altered. All other spells that the bloodwitch casts are arcane spells, chosen at the time of casting, like a sorcerer.

The bloodwitch uses Intelligence to determine bonus spells and difficulty class modifier. To cast a spell, a bloodwitch must have an Intelligence score of at least 10 + the spell's level. The Difficulty Class for saving throws against bloodwitch spells is 10 + the spell's level + the bloodwitch's Intelligence modifier.

Like a sorcerer, a bloodwitch does not prepare his arcane spells in advance; instead, he has access to any spell on the bloodwitch list below and can freely choose from among them. The bloodwitch casts these spells without needing to prepare them beforehand or keep a spellbook. A bloodwitch can choose to cast any spell on the bloodwitch list, if he has a high enough casting level and ability score. The bloodwitch has no "Spells Known" list -- he knows ALL the spells on the bloodwitch list. He may use a higher-level slot to cast a lower-level spell if he so chooses; the spell is still treated as its actual level, not the level of the slot used to cast it.

For each spell level the bloodwitch gains, he has access to one bloodwitch only spell, as listed below.

Unlike other arcane casters, bloodwitches are granted the ability by their immortal power to draw actual drops of Woldsblood from the Realm of Shadows into the physical Wold, and to use that Woldsblood to refresh their spell slots each day. After eight hours of rest, the bloodwitch uses this power to make a concentration check vs DC10+the highest spell level he can cast. If the check fails, then he draws too much, filling his spell slots but also drawing an uncontained drop of Woldsblood into the Wold. The bloodwitch must make a Reflex save vs DC13 or the drop lands on him. Creatures within 50 feet of exposed (not contained) Woldsblood -- even just a drop -- must make a Will saving throw or be dazed for one round. The saving throw DC is 10 + character level, because the great-souled are more vulnerable to the effect, and find it harder to resist. The bloodwitch who fails the DC13 Reflex save and touches a drop of Woldsblood must then also make the same Will saving throw (DC is 10 + character level), but in addition to the daze effect, failure also inflicts 1d3 points of Wisdom and Constitution ability score damage, because Woldsblood tugs a soul out of its body, damaging both Wisdom and Constitution. The drop evaporates back into the Realm of Shadows in one round unless contained.

Certain bloodwitch spells and class abilities make use of a cauldron. Cauldrons come in sizes tiny, small, medium, and large. A cauldron can hold one creature of the same size category or smaller. Masterwork cauldrons must be specially made, and cost 100gp to purchase.

Using a masterwork cauldron to perform alchemical tasks grants a bloodwitch a +2 circumstance bonus to Craft (Alchemy) checks. A bloodwitch using a correctly sized cauldron needs nothing else to make Craft Alchemy and Spellcraft checks to make potions and liquid wondrous items, though she still needs the appropriate item creation feat.

Cantrips: Bloodwitches can spontaneously cast any cantrip, or 0-level spell, found on the bloodwitch spell list as often as desired. These spells are cast like any other spell, but no spell slot is expended when the cantrip is cast. Cantrips cast using first level spots, or higher, due to metamagic feats for example, are expended normally.

Bloodwitches and Alignment: Bloodwitches may cast good or evil aligned spells freely; the act of casting does not affect the bloodwitch's alignment, although the use to which he puts the spell probably will.

Ex-Bloodwitches: A bloodwitch who betrays his immortal power, by offense, broken oath, or negligence, loses his domain (including domain powers and spells), his ability to renew arcane spell slots, the Lesser and Greater Immortal Summons spells, and these abilities: Guide/Mislead, Cleanse/Fester, and Divine Appeal. These might be regained through atonement. If the break is permanent, the bloodwitch can gain a new immortal power, but this may require a quest or special service to prove devotion to the new ally.

Special Class Abilities

1) Spirit Bond (Su). At first level, the bloodwitch calls a spirit of a dead bloodwitch from the Realm of Shadows, and binds him or her into either a cauldron or an animal companion to serve as an assistant and friend. If a spirit cauldron or spirit companion is killed or destroyed, the witch may not bind another for 30 days or until he gains a bloodwitch level, whichever comes first. During this period, the bloodwitch takes a -1 morale penalty on saving throws. See below for details on the spirit cauldron and spirit companion.

1) Blood Pact. The bloodwitch forges a blood pact with an immortal power — not a god (see Religion, above). As a result of this pact, the bloodwitch chooses one of the clerical domains granted by the immortal power. The bloodwitch gains the domain's granted power and extra spells, which are cast as divine spells, using Intelligence rather than Wisdom for all purposes related to the domain. Bloodwitch players are allowed to develop an immortal power of their own through the Black Genie Center.

2) Coven I: The bloodwitch gains two first level adept followers and attracts another first level adept follower at levels 4, 6, and 8. A bloodwitch and his followers can join or form a coven. Membership in a coven is signified with an Arcane Mark, worn openly or secretly. Members of a coven can commune with other coven members on the same plane once per day for up to one hour through a cauldron. This communication, activated as a spell-like ability by the bloodwitch, causes cauldrons within 50 feet of coven members to resound distinctively. When communing in this way, each participating coven member can see and hear each other faintly in the cauldron; they can also assist in performing rituals, sharing the same successes and failures, but without contributing the skill check bonuses they offer when in person. A bloodwitch cannot take the Leadership feat and follows Wold House Rules regarding followers.

2) Basic Rituals (Su). With the help of his coven, the bloodwitch can initiate a basic ritual once per day. A ritual requires one hour of time and a DC 20 skill check, for a skill that varies by ritual. Each coven member assisting in person (including his spirit bond) boosts the check by +1. Other bonuses to skill checks only apply if they last the entire hour it takes to perform the ritual. If the check fails, a non-removable negative consequence affects the initiating bloodwitch and all assisting him. Unless otherwise stated, all coven ritual successes and failures affect only the bloodwitch and his assistants for that ritual (referred to as “the coven” in ritual descriptions below) and end when the bloodwitch next regains spells. A bloodwitch can only benefit from the effects of one basic coven ritual at a time.

  • Ritual of Warding (Survival) Success: The coven gains a +1 bonus to AC and saving throws. Failure: The coven suffers a -1 penalty on saving throws vs spells.
  • Ritual of Miscibility (Craft Alchemy). Success: Each coven member may place one pair of potions or alchemical items into a cauldron at the start of the ritual. Each pair of items is combined into one item that, as a standard action to drink, apply, or throw, duplicates the effects of both, with each effect still maintaining its original save (if any), caster level, and special rules. Each item separates when the bloodwitch regains spells. Failure: All items are destroyed.
  • Ritual of the Grimalkin (Handle Animal): Success: The bloodwitch who initiates the ritual may use Beast Shape II as an at-will spell-like ability to assume the form of a housecat. Failure: The bloodwitch is partially transformed into a cat-like hybrid, resulting in cosmetic changes that impose a -5 penalty on charisma-based checks to interact with other creatures.
  • Ritual of Blood (Intimidate): Success: All curses cast by the coven (see Focused Curse for list) also inflict one point of bleed damage per round. If there is a save for the curse, a successful save negates this Bleed Damage. Failure: The coven takes an extra point of damage whenever taking damage.

3) Focused Curse (Su). Once per day as an immediate action, the bloodwitch may add +1 to the spell penetration check and the save DC of a curse he casts. This bonus or uses per day increase by +1 every four levels in the following way: at 7th level the usage per day increases by 1, at 11th level the bonus increases by 1, at 15th level the usage per day increases by 1, and at 19th level the bonus increases by 1. Curses include the following: Baleful Polymorph, Bestow Curse, Blindness/Deafness, Calcific Touch, Doom, Eyebite, Eye of Newt and Toe of Frog, Ghoul Touch, Imprisonment, Irresistible Dance, Living Voodoo Doll, Pain Strike, Pain Strike (mass), Pox Pustules, Spite, Suffocation, Touch of Fatigue, Touch of Gracelessness, Touch of Idiocy, Trap the Soul, Unwilling Shield, and Waves of Fatigue.

4) Guide/Mislead (Su). Just by looking at a target with his gaze, the bloodwitch can impose a +2 or -2 insight bonus or penalty on the target's next attack roll or skill check. This divine supernatural ability works only at close range (25ft + 5ft per 2 witch levels) and requires a standard action that does not provoke attacks of opportunity. The mislead ability allows the target creature no saving throw. The bloodwitch can use this ability a number of times per day equal to 3 + his Intelligence modifier.

5) Life & Death (Sp). The bloodwitch may choose to cast Breath of Life or Death Knell. Each may be cast once per day. When he uses this spell-like ability to cast Death Knell, the bloodwitch gains 1d8 temporary hit points per target hit die; all other aspects of the spell remain the same. The bloodwitch may use each version of Life & Death ability once per day at 5th level, gaining an additional use per day at levels 9, 13, and 17.

6) Intermediate Rituals (Su). The bloodwitch uses his daily coven ritual to initiate both a basic and an intermediate ritual, still requiring one hour. If another coven member with the intermediate coven rituals ability gives up his own ritual for the day, his assistance offers a +5 bonus on all checks. Initiating an intermediate ritual requires a DC30 skill check. A coven member can only benefit from the effects of one basic coven ritual and one intermediate coven ritual at a time.

  • Ritual of Spiritual Healing (Heal): Success: All cure spells cast by the coven are more effective; coven members roll d12’s for Cure Wounds spells instead of d8’s. Failure: The coven rolls d6’s instead of d8’s when casting cure spells.
  • Ritual of Devices (Use Magic Device): Success: One magic item within one mile that is known to the bloodwitch is permanently cursed with 1d3 random drawbacks -- which requires a Remove Curse spell that succeeds against a DC11+caster level to remove. Items already cursed cannot be cursed again. If the item is in the physical possession of a creature, this effect can be negated with a DC20 Will save. Also, until the bloodwitch next regains spells, the coven is immune to the effects of cursed items and magic item activation mishaps. Failure: The highest value magic item belonging to the bloodwitch gains a random drawback until the next time he regains spells.
  • Ritual of the Third Eye (Perception): Success: Each coven member selects a location he has visited in the past on the current plane. Thereafter, any coven member may close his eyes and remotely view any of the chosen areas, one at a time, while his eyes are closed, as if he were standing there, using his present senses. Opening and closing one’s eyes is a free action, but of course, a character whose eyes are closed is treated as blind. Failure: The coven suffers a -10 penalty to perception checks.
  • Ritual of Sharing (Spellcraft): Success: One coven member casts a beneficial abjuration, transmutation, or enchantment spell that usually targets one creature. That spell now functions for up to three coven members, but its duration is divided equally among the recipients of the spell. Each member can turn the spell on or off for himself with a swift action, and the duration need not be continuous. Failure: All abjurations, enchantments, and transmutations cast by the coven are cast at -1 caster level.

8) Meta-Witch. The bloodwitch gains one of the following APG metamagic feats: Reach Spell, Ectoplasmic Spell, or Bouncing Spell.

10) Coven II: The bloodwitch gains the service of a cohort, in addition to her followers. The cohort is built using the basic rules for the Leadership feat and Wold House Rules. This cohort must take at least 2 levels of bloodwitch. New followers are gained at levels 10, 12, 14, and 16; all followers become 2nd level adepts. The bloodwitch also gains a settled home for his coven, such as a school, tavern, farm, magic shop, tower, or ruins. When casting Word of Recall, this home can always act as a sanctuary in addition to whatever other location he has chosen.

12) Cleanse/Fester. This divine supernatural ability lets a bloodwitch touch a sick creature to cleanse (cure) all natural and magical diseases in a willing target. Or the bloodwitch can fester (infect) any creature that has a cut or open wound with a random disease. The bloodwitch can use this ability 5 times per day. The fester ability requires a melee touch attack, allows the target creature no saving throw, and there is no onset time for the disease (i.e., the target takes any applicable damage immediately). Roll a d10 to determine the disease: 1.blinding sickness, 2.bubonic plague, 3.cackle fever, 4.filth fever, 5.leprosy, 6.mindfire, 7.red ache, 8.shakes, 9.slimy doom; on a 10, the bloodwitch chooses the disease.

14) Advanced Rituals. The bloodwitch uses his daily ritual to initiate a basic, intermediate, and an advanced ritual, still requiring one hour. If another coven member with the advanced rituals ability gives up his own ritual for the day, his assistance offers a +10 bonus on all checks. Initiating an advanced ritual requires a DC40 skill check. A coven member can only benefit from the effects of one basic, one intermediate, and one advanced ritual at a time.

  • Ritual of Leeching (Know Arcana): Success: The bloodwitch can “leech” uncast prepared spells away from willing donors. To leech a spell requires a full round action at touch range in the same round for both the bloodwitch and the donor. The leeched spell cannot be higher in level than the highest level spell the bloodwitch can cast, and he casts it with his own caster level and Int modifier. He can leech a number of spell levels per day equal to his bloodwitch level. Failure: The bloodwitch loses his highest level prepared spell.
  • Ritual of Charming (Diplomacy): Success: The coven ignores a target’s racial immunities when casting spells with the charm, compulsion, or mind-affecting descriptor. This ritual does not bypass special defensive qualities. In addition, the coven gains a +2 bonus on charisma-based skill checks to interact with others. Failure: The coven suffers a -3 penalty to all saving throws against any spells with the charm, compulsion, or mind-affecting descriptors.
  • Ritual of Cheating Death (Sleight of Hand): Success: After performing this ritual, the bloodwitch may use a free action to designate himself or any other character in his line of sight (even if seen remotely) as protected from death. If a subsequent event would result in the death of the character, that ritual magic is expended and the event is altered. How this plays out is up to the DM, but generally the character is left alive, unscathed in some remarkable fashion after the event that would have killed the character. For example, a character is about to be slain by a critical hit from an arrow. If that character has been designated to cheat death, the DM decides that the arrow bounced off the character's holy symbol, preventing all damage that would have otherwise occurred. If the cheat death effect has not yet been expended, the bloodwitch can switch the designation to some other character in line of sight as a free action. Failure: All critical threats made against the coven are automatically confirmed.
  • Ritual of Blessings or Curses (Knowledge Religion): Success: The bloodwitch calls down a blessing or a curse on all creatures he designates within one mile. He may designate them by name, religion, alignments, race, profession, and so on. Cursed creatures are affected as by a Bane spell, and the lands in range that they work or own are affected as by the Stunt Growth option of the Diminish Plants spell. Blessed creatures are affected as by a Bless spell, and lands in range that they work or own are affected as by the Enrichment option of the Plant Growth spell. The effects of this ritual can be negated on an individual basis with a DC25 Will save. The blessing or curse lasts for one year or until ended by the bloodwitch or by a Wish or Miracle spell or by divine intervention. Failure: The coven is sickened.

16) Divine Appeal (Su). As a swift action, the bloodwitch may call on his immortal power once a day to replicate the effect of any cleric spell of level 4 or less.

18) Coven III (Su). All members of the coven benefit from the effects of Status and Telepathic Bond. New followers are gained at levels 18 and 20; all followers become 3rd level adepts. The bloodwitch can extend the benefits of a successful daily ritual to one non-bloodwitch who is willing and present at the ritual.

20) Mother Of All Curses. Once per day the bloodwitch can cast three curses (from the ones listed in the Focused Curse class ability) on a target with a single standard action. One use of Focused Curse, if desired, applies to all three spells. The target rolls three saves and uses the worse die roll for all three spells. If the target has spell resistance, the bloodwitch rolls thrice to penetrate it and applies the highest result to all three spells.

Spirit Bond

Spirit Cauldron: As a masterwork object, the spirit cauldron provides a +2 circumstance bonus on Craft Alchemy checks. It is an intelligent magic item with empathy, senses 30 ft, and Int, Wis, and Chr 8. It can shrink or enlarge in size from tiny to large in ten minutes. The cauldron gives a +1 alchemical bonus when used for Craft (Alchemy) checks and Spellcraft checks to make potions and liquid wondrous items.

  • At 3rd level the cauldron can be used to Brew Potions, as the feat.
  • At 5th level the cauldron gains Speech, Senses 60 ft, and Int, Wis, and Chr 10. Using the cauldron reduces the cost of brewed potions and liquid wondrous items from the Woldian House Rule of 75% of book cost to 50%. It can cast Purify Food and Drink at will on food and drink placed into it. Also, the cauldron may be used as a scrying focus. It can grow and shrink in one minute. Its alchemical bonus rises to +2.
  • At 9th level, if the bloodwitch is in or next to his cauldron, it can sprout legs and move with speed of 30 ft; it cannot make attacks but has a Strength 10 if strength checks are needed. Senses now include Low-Light Vision. It can grow/shrink from tiny to large as a full-round action. It can use Mage Hand at will. The alchemical bonus rises to +3.
  • At 11th level, when using the cauldron to Brew Potions, potions of up to sixth level spells may be created.
  • At 13th level, the cauldron gains swim and climb speeds at 30 ft, plus 5 ranks each in Swim and Climb, which are class skills for it. Senses extend to 90 ft and now include Darkvision. The alchemical bonus rises to +4. Once per day the cauldron can cast Shadow Walk as a spell-like ability, with those affected either in or touching the cauldron.
  • At 17th level, the cauldron can use Telepathy with the bloodwitch and with incorporeal creatures within 100 ft. The alchemical bonus rises to +5. Once per day the cauldron can cast Etherealness as a spell-like ability, affecting willing creatures per the spell who are in or touching the cauldron.

Spirit Companion: The spirit companion functions as a druid's animal companion, using the bloodwitch's level as his effective druid level. Companions have an Int 8, speak one language of the bloodwitch’s choice, and do not gain the Tricks or Link ability of the druid companion. The bloodwitch selects his companion from these options: Bird, Bloodbat, Cat, Frog, Newt, Rat, Viper, and Weasel. (See below for details on each option.)

  • At 4th level, the spirit companion gains the Deliver Touch Spells and Empathic Link abilities.
  • At 9th level, the spirit companion can use Telepathy with the bloodwitch within 100 ft. It can serve as the gem material component when the bloodwitch casts Magic Jar -- when the bloodwitch’s soul is within the companion, he can use the companion’s senses (for example, to pick out targets to possess) and take purely mental actions (for example, spell-like abilities and still silent spells); when the bloodwitch possesses another, the familiar traps and holds the possessed soul helpless, and can communicate with it.
  • At 14th level, the companion can communicate via Telepathy with its master as long as they are on the same plane. Also, add +2 to the save DC of any bloodwitch touch spells delivered by the companion.
  • At 15th level, the companion becomes immune to negative energy, death, and life drain attacks.
  • At 20th level, after the bloodwitch shares an arcane bloodwitch spell with the Spirit Animal or after the companion delivers an arcane bloodwitch spell, the companion glows with the dull red of Woldsblood and gains DR 10/— as well as a +2 luck bonus on all saving throws; and when it confirms a critical hit, the foe is dazed for 1 round. These powers last for 1 round per spell level shared or delivered.

Allowed Spirit Companion options are detailed below:

Bird Spirit Companion STARTING STATISTICS: Size Small; Speed 10 ft., fly 80 ft. (average); AC +1 natural armor; Attack bite (1d4), 2 talons (1d4); Ability Scores Str 10, Dex 15, Con 12, Int 8, Wis 14, Cha 6; Special Qualities low-light vision. 4TH-LEVEL ADVANCEMENT: Ability Scores Str +2, Con +2.

Bloodbat Spirit Companion STARTING STATISTICS: Size Small; Speed 20 ft., fly 40 ft. (good); AC +0 natural armor; Attack bite (1d6); Ability Scores Str 10, Dex 17, Con 10, Int 8, Wis 14, Cha 6; Special Qualities blindsense 40 ft. 4TH-LEVEL ADVANCEMENT: AC +2 natural armor; blindsense 80 ft.; Ability Scores Str +2, Con +2.

Cat Spirit Companion STARTING STATISTICS: Size Small; Speed 50 ft.; AC +1 natural armor; Attack bite (1d4 plus trip), 2 claws (1d2); Ability Scores Str 12, Dex 21, Con 13, Int 8, Wis 12, Cha 6; Special Qualities low-light vision, scent. 4TH-LEVEL ADVANCEMENT: Size Medium; Attack bite (1d6 plus trip), 2 claws (1d3); Ability Scores Str +4, Dex –2, Con +2; Special Qualities sprint.

Frog Spirit Companion STARTING STATISTICS: Size Medium; Speed 30 ft., swim 30 ft.; AC +1 natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 16, Int 8, Wis 9, Cha 6; Special Qualities low-light vision, scent, tongue, pull. 4TH-LEVEL ADVANCEMENT: Ability Scores Str +2, Dex +2; Special Qualities swallow whole.

Newt Spirit Companion STARTING STATISTICS: Size Small; Speed 30 ft., swim 20 ft.; Attack bite (1d6); Ability Scores Str 11, Dex 15, Con 12, Int 8, Wis 14, Cha 7; Special Qualities hold breath, low-light vision. 4TH-LEVEL ADVANCEMENT: Size Medium; Speed 40 ft., swim 30 ft.; AC +1 natural armor; Attack bite (2d4); Ability Scores Str +4, Dex –2, Con +2.

Rat Spirit Companion STARTING STATISTICS: Size Small; Speed 40 ft., climb 20 ft., swim 20 ft.; Attack bite (1d4); Ability Scores Str 10, Dex 17, Con 12, Int 8, Wis 12, Cha 4; Special Qualities low-light vision, scent. 4TH-LEVEL ADVANCEMENT: Attack bite (1d4 plus disease); Ability Scores Str +2, Con +2.

Viper Spirit Companion STARTING STATISTICS: Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +2 natural armor; Attack bite (1d3 plus poison); Ability Scores Str 8, Dex 17, Con 11, Int 8, Wis 12, Cha 2; Special Attacks poison (Frequency 1 round (6), Effect 1 Con damage, Cure 1 save, Con-based DC); Special Qualities low-light vision, scent. 4TH-LEVEL ADVANCEMENT: Size Medium; Attack bite (1d4 plus poison); Ability Scores Str +4, Dex –2, Con +2.

Weasel Spirit Companion STARTING STATISTICS: Size Small; Speed 30 ft., climb 10 ft.; AC +1 natural armor; Attack bite (1d4); Ability Scores Str 10, Dex 19, Con 13, Int 2, Wis 12, Cha 10; Special Attacks blood drain (1 Con), grab; SQ low-light vision, scent. 4TH-LEVEL ADVANCEMENT: Size Medium; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.

Blood Witch Spell List

Level 0

  1. Arcane Mark (universal) Inscribes a personal rune on an object or creature (visible or invisible).
  2. Bleed (necromancy) Cause a stabilized creature to resume dying.
  3. Break (transmutation, APG) Gives an object the broken condition.
  4. Create Water (conjuration/creation) Creates 2 gallons/level of pure water.
  5. Dancing Lights (evocation) Creates torches or other lights.
  6. Daze (enchantment-compulsion) A single humanoid creature with 4 HD or less loses its next action.
  7. Detect Magic (divination) Detects all spells and magic items within 60 ft.
  8. Detect Poison (divination) Detects poison in one creature or small object.
  9. Doom (necromancy) One subject takes -2 on attack rolls, damage rolls, saves, and checks.
  10. Ghost Sound (illusion) Figment sounds.
  11. Lesser Confusion (enchantment-compulsion) One creature is confused for 1 round.
  12. Mage Hand (transmutation) 5-pound telekinesis.
  13. Message (transmutation) Whisper conversation at distance.
  14. Prestidigitation (universal) Performs minor tricks.
  15. Stabilize (conjuration-healing) Cause a dying creature to stabilize.
  16. Touch of Fatigue (necromancy) Touch attack fatigues target.
  17. Bloodwitch Lore (abjuration) (Wold) You gain +1 on concentration, dispel, necromancy, fear effects, and touch attacks.

Level 1

  1. Cause Fear (necromancy) One creature of 5 HD or less flees for 1d4 rounds.
  2. Charm Person (enchantment-charm) Makes one person your friend.
  3. Comprehend Languages (divination) You understand all spoken and written languages.
  4. Cure Light Wounds (conjuration-healing) Cures 1d8 damage + 1/level (max +5).
  5. Disguise Self (illusion) Changes your appearance.
  6. Divine Favor (evocation) You gain +1 per three levels on attack and damage rolls.
  7. Hide From Undead (abjuration) Undead can't perceive one subject/level.
  8. Hornet's Nest (conjuration-summoning) (Wold) Summoned hornets inflict nonlethal damage: 1d6+1 per 3 levels to some foes.
  9. Ill Omen (enchantment-compulsion) (APG) Target rolls twice for checks and attacks and uses worst roll.
  10. Magic Weapon (transmutation) Weapon gains +1 bonus.
  11. Pox Pustules (necromancy) (APG) Subject is sickened and has -4 Dex.
  12. Rose's Temperature Control (evocation) (Wold) Six ways to control own temperature and that of objects touched.
  13. Shield of Faith (abjuration) Aura grants +2 or higher deflection bonus.
  14. Spectral Hand (necromancy) Creates disembodied glowing hand to deliver touch attacks.
  15. Touch of Gracelessness (transmutation) (APG) Subject loses 1d6 + 1 Dex/two levels and is prone to falling down.
  16. Unseen Servant (conjuration-creation) Invisible force obeys your commands.
  17. Surrender Blood (necromancy) (Wold) Trade hit points for caster level boost.

Level 2

  1. Alter Self (transmutation) Assume form of a Small or Medium humanoid.
  2. Barkskin (transmutation) Grants +2 (or higher) enhancement to natural armor.
  3. Blindness/Deafness (necromancy) Makes subject blinded or deafened.
  4. Command Undead (necromancy) Undead creature obeys your commands.
  5. Cure Moderate Wounds (conjuration-healing) Cures 2d8 damage + 1/level (max +10).
  6. Delay Poison (conjuration-healing) Stops poison from harming target for 1 hour/level.
  7. Gentle Repose (necromancy) Preserves one corpse.
  8. Ghoul Touch (necromancy) Paralyzes one subject, which exudes stench that makes those nearby sickened.
  9. Lesser Restoration (conjuration-healing) Dispels magical ability penalty or repairs 1d4 ability damage.
  10. Remove Curse (abjuration) Frees object or person from curse.
  11. Remove Disease (conjuration-healing) Cures all diseases affecting subject.
  12. Resist Energy (abjuration) Ignores first 10 (or more) points of damage per attack from specified energy type.
  13. Scare (necromancy) Frightens creatures of less than 6 HD.
  14. See Invisibility (divination) Reveals invisible creatures or objects.
  15. Touch of Idiocy (enchantment-compulsion) Subject takes 1d6 penalty to Int, Wis, and Cha.
  16. Vomit Swarm (conjuration-summoning) (APG) Produces a spider swarm that fights for you.
  17. Like Calls To Like (divination) (Wold) Grants bonus to interactions with witches, outcasts, recluses, aberrations, etc.

Level 3

  1. Beast Shape I (transmutation) You take the form and some of the powers of a Small or Medium animal.
  2. Bestow Curse (necromancy) -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
  3. Blink (transmutation) You randomly vanish and reappear for 1 round per level.
  4. Charm Monster (enchantment-charm) Makes monster believe it is your ally.
  5. Contagion (necromancy) Infects subject with chosen disease.
  6. Cure Serious Wounds (conjuration-healing) Cures 3d8 damage + 1/level (max +15).
  7. Deep Slumber (enchantment-compulsion) Puts 10 HD of creatures to sleep.
  8. Dispel Magic (abjuration) Cancels one magical spell or effect.
  9. Ghost Weapon (transmutation) (Wold) Weapon gains ghost touch power.
  10. Greater Magic Weapon (transmutation) Weapon gains +1 bonus/four levels (max +5).
  11. Pain Strike (evocation) (APG) Inflicts 1d6 nonlethal damage 1 round/level.
  12. Poison (necromancy) Touch deals 1d3 Con damage 1/round for 6 rounds.
  13. Protection from Energy (abjuration) Absorbs 12 points/level of damage from one kind of energy.
  14. Spell Immunity (abjuration) Subject is immune to one spell per 4 levels.
  15. Spite (abjuration) (APG) Inflict touch spell upon creature that attacks you.
  16. Suggestion (enchantment-compulsion) Compels a subject to follow stated course of action.
  17. Eye of Newt and Toe of Frog (transmutation) (Wold) Foe suffers a -2 on saves and attacks against you.

Level 4

  1. Arcane Eye (divination) Invisible floating eye moves 30 ft./round.
  2. Calcific Touch (transmutation) (APG) Touch slows target, 1d4 Dex damage.
  3. Confusion (enchantment-compulsion) Subjects behave oddly for 1 round/level.
  4. Cure Critical Wounds (conjuration-healing) Cures 4d8 damage + 1/level (max +20).
  5. Death Ward (necromancy) Grants bonuses against death spells and negative energy.
  6. Divination (divination) Provides useful advice for specific proposed actions.
  7. Fear (necromancy) Subjects within cone flee for 1 round/level.
  8. Giant Vermin (transmutation) Turns centipedes, scorpions, or spiders into giant vermin.
  9. Lesser Geas (enchantment-compulsion) Commands subject of 7 HD or less.
  10. Locate Creature (divination) Indicates direction to familiar creature.
  11. Magic Vestment (transmutation) Armor or shield gains +1 enhancement per four levels.
  12. Polymorph (transmutation) Gives one willing subject a new form.
  13. Reincarnate (transmutation) Brings dead subject back in a random body.
  14. Scrying (divination) Spies on subject from a distance.
  15. Stoneskin (transmutation) Grants DR 10/adamantine.
  16. Threefold Aspect (transmutation) (APG) Become older or younger.
  17. Flying Broom (transmutation) (Wold) Fly on a broom for one hour/level.

Level 5

  1. Animal Growth (transmutation) One animal doubles in size.
  2. Baleful Polymorph (transmutation) Transforms subject into harmless animal.
  3. Beast Shape III (transmutation) You take the form of a Diminutive or Huge animal, or Small or Medium magical beast.
  4. Break Enchantment (abjuration) Frees subjects from enchantments, transmutations, and curses.
  5. Disrupting Weapon (transmutation) Melee weapon destroys undead.
  6. Dominate Person (enchantment) Controls humanoid telepathically.
  7. Flesh to Stone (transmutation) Turns subject creature into statue.
  8. Magic Jar (necromancy) Enables possession of another creature.
  9. Mass Pain Strike (evocation) (APG) As pain strike, but affects multiple creatures.
  10. Mind Fog (enchantment) Subjects in fog get –10 to Wis and Will checks.
  11. Nightmare (illusion) Sends vision dealing 1d10 damage, fatigue.
  12. Planar Adaptation (transmutation) (APG) Resist harmful effects of other plane.
  13. Prying Eyes (divination) 1d4 + 1/level floating eyes scout for you.
  14. Shadow Walk (illusion) Step into shadow to travel rapidly.
  15. Suffocation (necromancy) (APG) Target quickly suffocates to death.
  16. Waves of Fatigue (necromancy) Several targets become fatigued.
  17. Lesser Immortal Summons (conjuration) (Wold) Summon a servant of your immortal power.

Level 6

  1. Antilife Shell (abjuration) 10-ft.-radius field hedges out living creatures.
  2. Banish Immortal (abjuration) (Wold) Banishes 2 HD/level of extraplanar creatures.
  3. Contingency (evocation) Sets trigger condition for another spell.
  4. Ethereal Jaunt (transmutation) You become ethereal for 1 round/level.
  5. Eyebite (necromancy) Target becomes panicked, sickened, and/or comatose.
  6. Geas/Quest (enchantment ) As lesser geas, but affects any creature.
  7. Greater Dispel Magic (abjuration) Works as dispel magic, but can affect multiple targets.
  8. Greater Polymorph (transmutation) Gives one willing subject a new, more powerful form.
  9. Heal (conjuration-healing) Cures 10 points/level damage, all diseases and mental conditions.
  10. Heroes Feast (conjuration-creation) Food for one creature/level cures and grants combat bonuses.
  11. Insect Plague (conjuration-summoning) Wasp swarms attack creatures.
  12. Stone to Flesh (transmutation) Restores petrified creature.
  13. Swarm Skin (transmutation) (APG) Convert your flesh into swarms of insects.
  14. True Seeing (divination) Lets you see all things as they really are.
  15. Unwilling Shield (necromancy) (APG) Enemy target shares the wounds that you receive.
  16. Word of Recall (conjuration-teleportation) Teleports you back to designated place.
  17. Living Voodoo Doll (conjuration-teleportation) (Wold) Curse yourself to also curse others.

Level 7

  1. Animate Objects (transmutation) Imbues inanimate objects with mobility and a semblance of life.
  2. Cloak of Dreams (Enchantment) (APG) surrouds caster with an aroma that causes living creatures to fall asleep.
  3. Control Undead (Necromancy) Enables you to control undead creatures for a short period of time.
  4. Control Weather (Transmutation) You change the weather in the local area.
  5. Greater Restoration (Conjuration) Dispels negative effects.
  6. Greater Scrying (Divination) Allows you to see and hear the subject and its surroundings.
  7. Insanity (Enchantment) The affected creature suffers from a continuous confusion effect.
  8. Mass Planar Adaptation (Transmutation) (APG) Offers immunity to the harmful environmental effects of a particular plane of existence.
  9. Power Word Blind (Transmutation) A single word of power that causes a creature to become blinded.
  10. Retrocognition (Divination) (Wold) Brings to the character's mind knowledge of past events that occurred in the caster's current locale.
  11. Tishe's Weave Elements (Transmutation) (Wold) May weave clothing out of the very elements.
  12. Transmute Metal to Wood (Transmutation) Enables the change all metal objects within its area to wood.
  13. Trap the Soul (Conjuration) Forces a creature's life force (and its material body) into a gem.
  14. Vision (Divination) You pose a question about some person, place, or object.
  15. Waves of Exhaustion (Necromancy) Waves of negative energy cause all living creatures in the spell's area to become exhausted.
  16. Wind Walk (Transmutation) Alters your body to a cloudlike vapor that moves through the air.
  17. Greater Immortal Summons (Summoning) (Wold) Summons a greater servant of your immortal power.

Level 8

  1. Animal Shapes (Transmutation) Changes the form of up to one willing creature per caster level into an animal of your choice.
  2. Creeping Doom (Conjuration) Summons four massive swarms of biting and stinging insects.
  3. Energy Drain (Necromancy) Creature struck gains 2d4 temporary negative levels.
  4. Etherealness (Transmutation) allows you and other willing creatures joined by linked hands to become ethereal.
  5. Greater Prying Eyes (Divination) Creates a number of semitangible, visible magical orbs ("eyes") that scout around.
  6. Irresistible Dance (Enchantment) Creates an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping.
  7. Mass Charm Monster (Enchantment) This spell functions like charm monster, except on a greater scale.
  8. Mind Blank (Abjuration) Protects from all devices and spells that gather information about the target through divination magic.
  9. Moment of Prescience (Divination) Grants a sixth sense.
  10. Polymorph Any Object (Transmutation) Changes one object or creature into another.
  11. Power Word Stun (Enchantment) A word of power that instantly causes one creature of your choice to become stunned.
  12. Protection from Spells (Abjuration) Subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities.
  13. Regeneration (Conjuration) The subject retains severed body members (fingers, toes, hands, feet, arms, legs).
  14. Repel Metal or Stone (Abjuration) All metal or stone objects in the path of the spell are pushed away.
  15. Reverse Gravity (Transmutation) Reverses gravity in an area.
  16. Soul Bind (Necromancy) Draws the soul from a newly dead body and imprisons it in a black sapphire gem.
  17. Forbidden Spray (Conjuration) (Wold) creates an instantaneous spray of Woldsblood.

Level 9

  1. Astral Projection (Necromancy) Allows you to project an astral body onto another plane.
  2. dominate Monster (Enchantment) This spell functions like dominate person, except that the spell is not restricted by creature type.
  3. Euphoric Tranquility (Enchantment) (APG) Creates a state of euphoria where the target treats all creatures as dear friends and abhors violence.
  4. Fool's Forbiddance (Abjuration) (APG) creates an area of confusion.
  5. Foresight (Divination) Grants a powerful sixth sense in relation to yourself or another.
  6. Freedom (Abjuration) Frees subject from spells and effects that restrict movement.
  7. Gate (Conjuration) Creates an interdimensional connection between two planes allowing travel in either direction.
  8. Imprisonment (Abjuration) Entombs target in a state of suspended animation far beneath the surface of the ground.
  9. Mass Heal (conjuration-healing) Channels positive energy into several creatures to wipe away injury and afflictions.
  10. Mass Suffocation (Necromancy) (APG) targets immediately begin to suffocate. O
  11. Miracle (Conjuration) Requests a miracle from your immortal power.
  12. Power Word Kill (Enchantment) A word that kills!
  13. Screen (Illusion) Creates a powerful protection from scrying and observation.
  14. Shapechange (Transmutation) This spell allows the casger to take the form of a wide variety of creatures of forms.
  15. Temporal Stasis (Transmutation) Places the subject into a state of suspended animation.
  16. Time Stop (Transmutation) Seems to make time cease to flow for everyone but the caster.
  17. Forbidden Rain (Creation) (Wold) Tears open a portal between the Realm of Shadows and the Wold itself, which manifests as rain of Woldsblood.

Bloodwitch Design Notes and FAQ