The Witch Player Class
The Witch Player Class
The Witch Player Class
You mutter a short spell which restores an ally and grants you a small
Witch powers are called spells. Some powers are more boon as a side effect.
appropriate for a particular build, but a witch may choose any
power when making a power selection. Encounter (Special) Arcane, Healing
Special: You can use this power twice per encounter but only one
Witch Features time per round. At 16th level you can use this power three times
per encounter.
The witch has several class features that work like powers:
Minor Action Close burst 5
mystic word, and the powers she can use by virtue of her (10 at 11th level, 15 at 21st level)
secret arcana.
Target: You or one ally
Assisted Rejuvenation Witch Feature
Effect: The target can spend a healing surge and you gain 1d6
You weave mystical energies around your ally, assisting their temporary hit points.
recovery.
Level 6: 2d6 temporary hit points
At-Will Arcane, Healing Level 11: 3d6 temporary hit points
Level 16: 4d6 temporary hit points
Free Action Close burst 5
Level 21: 5d6 temporary hit points
(10 at 11th level, 15 at 21st level)
Level 26: 6d6 temporary hit points
Trigger: An ally in burst spends a healing surge to regain hit points
You throw a bolt of frigid green energy at your target which wracks it
Critical Rejuvenation Witch Feature with pain.
The healing energies under your control help your friends when they At-Will Arcane, Cold, Implement
need it most.
Standard Action Ranged 10
At-Will Arcane
Target: One creature
Free Action Close burst 5
Attack: Intelligence vs. Fortitude
(10 at 11th level, 15 at 21st level)
Hit: 1d6 + Intelligence modifier cold damage and the target takes a -1
Trigger: An ally in burst makes a death saving throw
penalty to defenses until the end of your next turn.
Target: The triggering ally
Level 21: 2d6 + Intelligence modifier cold damage
Effect: The target gains a bonus to its death saving throw equal to
Special: You can use this power as a ranged basic attack.
your Wisdom modifier.
Effect: You push the target a number of squares equal to your Phantasmal Assault Witch Attack 1
Charisma modifier after the critical hit has been resolved.
You attack your foe's mind with the image of a terrible beast.
Horrific Despair Witch Feature At-Will Arcane, Fear, Illusion, Implement, Psychic
You inflict despair on an enemy who is being taken down. Standard Action Ranged 5
At-Will Arcane, Fear Target: One creature
Free Action Close burst 5 Attack: Intelligence vs. Will
(10 at 11th level, 15 at 21st level)
Hit: 1d8 + Intelligence modifier psychic damage and you slide the
Trigger: An enemy in burst becomes bloodied target 1 square.
Target: The triggering enemy Level 21: 2d8 + Intelligence modifier psychic damage
Effect: The target takes a penalty to attack tolls equal to your
Charisma modifier until the end of its next turn.
Special: You can't use this power against the same enemy more than
once in an encounter.
Emphasize Pain Witch Attack 1 Aftereffect: The target's vision is obscured (Endurance or Remove
Affliction ends). While afflicted by this condition, the target takes a
The enemy screams with each blow it takes. penalty to perception checks equal to your Wisdom modifier and
treats all creatures as though they had concealment.
Encounter Arcane, Implement
Miss: Half damage and the target's vision is obscured until the end of
Standard Action Ranged 10
its next turn.
Target: One creature
Hit: 1d8 + Intelligence modifier damage and the target gains There will be no rest for the wicked when their world is filled with
vulnerability 3 to all damage until the end of your next turn. unreal images and phantasmal monsters.
Hit: 2d8 + Intelligence modifier necrotic damage and you or one ally
within 5 squares of the target can spend a healing surge.
No one ever found victory in the dirt. As the foe goes down, a companion may stand again.
Hit: 2d6 + Intelligence psychic damage and the target is knocked Effect: The triggering enemy dies, even if the attack which reduced it
prone. Additionally, the target is unbalanced (Endurance or to 0 hit points was intended to knock it unconscious. The target
Remove Affliction ends). While afflicted by this condition, the target regains hit points as if it had spent a healing surge.
takes a -4 penalty on Acrobatics checks and must immediately
make a saving throw to avoid falling prone when is runs, charges,
is subject to forced movement, or is the subject of a critical hit. Level 3 Encounter Spells
Miss: Half damage and the target is knocked prone.
Guiding Light Witch Attack 3
You throw a ball of green light at the enemy which clings to it and
Level 2 Utility Spells guides the attacks of your allies.
You hop onto your broomstick and take to the air. Standard Action Ranged 10
Requirement: You must be wielding a staff. Hit: 2d8 + Intelligence modifier radiant damage and the target grants
combat advantage (save ends).
Effect: You fly 6 squares.
Noxious Cloud Witch Attack 3
Endure Flames Witch Utility 2
A cloud of purple mist rises sprays from your wand and chokes the
Real witches don't burn. enemy.
Effect: You become immune to fire from burning objects such as a Target: Each creature in blast
pyre. This does not affect damage from attacks. This effect lasts for
1 hour. Attack: Intelligence vs. Fortitude
Your magic not only warps the perceptions of others, it also makes
you genuinely scary. Remote Provocation Witch Attack 3
Encounter Arcane When the enemies turn on each other, there is little to do but sit back
and watch.
Minor Action Personal
Encounter Arcane, Charm, Implement, Psychic
Effect: You gain a +5 power bonus to your next Intimidate check this
encounter. The next time you use a power with the Fear keyword Standard Action Ranged 10
that pulls, pushes or slides the target this encounter, you add 1 to Target: One creature
the amount you can pull push or slide it.
Attack: Intelligence vs. Will
Instill Bravery Witch Utility 2 Hit: 1d6 + Intelligence modifier psychic damage and the target makes
a melee basic attack against one enemy of your choice.
As an expert on fear, you have learned how to protect from it.
Effect: Each target gains a +2 power bonus to defenses against Encounter Arcane, Fear, Implement, Psychic
attacks with the fear keyword and to saving throws against effects Standard Action Ranged 5
with the fear keyword until the end of the encounter.
Target: One creature
Hit: 2d8 + Intelligence modifier psychic damage and the target takes
a -2 penalty to attack rolls (save ends).
You reach into the target's mind and create a barrier around its
Curse of Decrepitude Witch Attack 5 defensive instincts.
The foe seems to shrivel up before your eyes. Daily Arcane, Curse, Implement, Psychic
Daily Arcane, Curse, Implement Standard Action Ranged 10
Standard Action Ranged 10 Target: One creature
Target: One creature Attack: Intelligence vs. Will
Attack: Intelligence vs. Fortitude Hit: 2d10 + Intelligence modifier psychic damage and the target
Hit: 2d8 + Intelligence modifier damage and the target is weakened forgets how to defend (Endurance or Remove Affliction ends).
(save ends). Additionally, the target becomes decrepit (Endurance While afflicted by this condition, the target grants combat
or Remove Affliction ends). While afflicted by this condition, the advantage when targeted by an attack against its AC or Reflex. It
target takes a -4 penalty to Athletics and Endurance checks, and also becomes unable to take a total defense action or shift, but
ages at 10 times the normal rate. whenever it would be allowed to shift it can move instead.
Miss: Half damage. Miss: Half damage and the target forgets how to defend until the end
of your next turn.
You destroy the water in your foe's body, leaving it gasping. Level 6 Utility Spells
Daily Arcane, Curse, Implement Aura of Fear Witch Utility 6
Standard Action Ranged 10 As a foe launches an attack, you make it think twice.
Target: One creature Encounter Arcane, Fear
Attack: Intelligence vs. Fortitude Immediate Interrupt Personal
Hit: 2d6 + Intelligence modifier damage and the target is dazed (save Trigger: You are hit by an attack
ends). Additionally, the target is dessicated (Endurance, Heal or
Remove Affliction ends). While afflicted by this condition, the target Effect: You gain a power bonus to your defenses equal to your
gains vulnerability 5 to fire and takes a -2 penalty to Endurance Charisma modifier until the start of your next turn. This bonus does
checks and Fortitude if it hasn't had 5 times its normal water not apply against attacks made by creatures that are immune to
requirement in the last hour (these effects begin immediately). fear.
Life Bleed Witch Attack 5 A puff of smoke and you all disappear.
You create a spear of swirling black energy and launch it at the Daily Arcane, Illusion
enemy. It taps into their life force and you become able to channel it Minor Action Close burst 3
into your companions.
Target: You and each ally in burst
Daily Arcane, Curse, Healing, Implement, Necrotic
Effect: The target is invisible until the start of your next turn.
Standard Action Ranged 15
You empower your party with dark magic that leaves them fatigued
afterward.
Encounter Arcane
Witches learn to protect themselves from the common forms of You summon a hissing two-headed snake with fangs dripping with
execution. venom and direct it to attack your enemies.
Effect: You can breathe under water. This effect lasts for 1 hour. Effect: You conjure a Medium two-headed snake in an unoccupied
square in range and it makes two attacks. The two-headed snake
may be attacked, it has your defenses and hit points equal to your
Level 7 Encounter Spells level multiplied by 6. As a move action you can move the snake 6
squares. As an opportunity action you can make an attack against
Melt Ground Witch Attack 7 a creature who provokes an opportunity attack in a square
adjacent to the two-headed snake.
You wave your hands and the ground before you wobbles and melts,
swallowing those standing there. Target: One creature adjacent to the two-headed snake
Standard Action Area wall 6 within 10 Hit: 1d6 + Intelligence modifier poison damage and the target is
slowed until the end of its next turn.
Target: Each creature in wall
Sustain Standard: When you sustain this power, make 2 more
Attack: Intelligence vs. Reflex attacks. You can only sustain this power 2 times.
Hit: 1d8 + Intelligence modifier damage and the target is knocked
prone.
Level 9 Daily Spells
Effect: The wall creates an zone of difficult terrain until the end of
your next turn. Any creature who starts its turn in the zone is Bestow Terror Witch Attack 9
knocked prone.
You show the target images of terrible things taken from its own
Sustain Minor: The zone persists. You can only sustain this power 2 nightmares. The spell takes only a moment, but for the target, it feels
times. like hours and they snap out of it trembling.
Standard Action Close burst 2 Hit: 2d8 + Intelligence modifier psychic damage and the target takes
a penalty to attack rolls equal to your Charisma modifier until the
Target: Each enemy in burst end of its next turn. Additionally, the target is terrified (Remove
Affliction ends). While afflicted by this condition, the target takes a
Attack: Intelligence vs. Fortitude
-4 penalty to initiative, a -2 penalty to Will and every time it is hit
Hit: 1d10 + Intelligence modifier necrotic damage. For each enemy hit with a power that has the Fear keyword it must immediately make
with this attack, you or one ally can spend a healing surge. No a saving throw or be immobilized until the end of its next turn.
creature can spend more than one healing surge with this power.
Miss: Half damage and the target takes a -1 penalty to attack rolls
Rejuvenating Arcana: Each ally who spends a healing surge also and Will until the end of its next turn.
gains temporary hit points equal to your Wisdom Modifier.
Curse of Frost Witch Attack 9
Phantasmal Titan Witch Attack 7
You freeze the target's body from the inside out, encasing them in ice.
You create the image of a Titan in the enemy's mind and make them
Daily Arcane, Cold, Curse, Implement
believe they are being mercilessly tossed about. They roll around the
floor as they try to steady themselves. Standard Action Ranged 15
Encounter Arcane, Fear, Illusion, Implement Target: One creature
Standard Action Ranged 10 Attack: Intelligence vs. Fort
Target: One creature Hit: 2d8 + Intelligence modifier cold damage, and the target is
immobilized (save ends). Additionally, the target is frozen (Remove
Attack: Intelligence vs. Will
Affliction ends). While afflicted by this condition, the target gains
Hit: 2d10 + Intelligence modifier damage and you slide the target 2 vulnerability 5 to cold damage and is always considered to be in a
squares and knock it prone. cold area and must make an Endurance check with a DC equal to
your curse DC -4 every 8 hours or lose a healing surge.
Horrific Arcana: You slide the target a number of squares equal to 1
+ your Charisma modifier. Miss: Half damage and the target is slowed (save ends).
You take control of the target's body and force it to walk in an Ribbons of blue and purple energy erupt from your staff and enter the
awkward manner, a manner it must get used to. bodies of your companions, healing them.
Attack: Intelligence vs. Will Effect: The target can spend a healing surge. Each target that spends
a healing surge gains temporary hit points equal to twice your
Hit: 2d10 + Intelligence modifier damage, you slide the target 2 Wisdom modifier.
squares, the target is slowed (save ends) and the target is impeded
(Remove Affliction ends). While afflicted by this condition, the
target takes a -1 penalty to speed and can not run or charge. Sustained Flight Witch Utility 10
Miss: Half damage, you slide the target 1 square and it is slowed until You hop onto your broomstick and it takes you far away.
the end of its next turn.
Daily Arcane
You create a magical leech-like creature on the enemy's face which Requirement: You must be wielding a staff.
proceeds to burrow into its ear and wreak havoc with its brain. Effect: You gain a fly speed of 6 until the end of the encounter or for
Daily Arcane, Curse, Implement, Psychic 5 minutes as long as you remain in contact with your staff.
Hit: 3d6 + Intelligence modifier psychic damage and the target You throw a glob of sticky yellow acid at the enemy's face which
becomes host to a mind leech (Remove Affliction ends). While leaves them in a sneezing fit.
afflicted by this condition, the target gains vulnerability 5 to
Encounter Acid, Arcane, Implement
Psychic, takes a -2 penalty on all Intelligence and Wisdom ability
checks and Intelligence and Wisdom based skill checks (but not Standard Action Ranged 15
Intelligence and Wisdom based attacks) and cannot take 10 on any
check. Target: One creature
Hit: 2d8 + Intelligence modifier acid damage and the target is dazed
(save ends).
Level 10 Utility Spells
Guiding Lights Witch Utility 10 Corrosive Swirl Witch Attack 13
You create small orbs of white energy that float around the area, You create a massive swirl of thin green fog and moves quickly around
guiding your allies safely past the enemy. the battlefield, burning those in its path.
Effect: The burst creates a zone of guiding lights that provide dim Target: Each creature in wall
illumination until the end of your next turn. In the area, you and
Attack: Intelligence vs. Fortitude
your allies can shift 3 squares as a minor action.
Hit: 2d6 + Intelligence modifier acid damage and the target takes a -2
penalty to Fort until the end of your next turn.
Horrific Reaction Witch Utility 10
As the battle starts, you project the image or a terrible beast over
Ear Swarm Witch Attack 13
yourself, making the enemy think twice. By the time the image fades,
it is too late for them to make up lost time. As you finish your spell, swarms of buzzing insects emerge from the
target's ears, injecting poison along the way.
Encounter Arcane, Fear, Illusion
Encounter Arcane, Conjuration, Implement, Poison
No Action Personal
Standard Action Ranged 15
Trigger: You roll initiative at the beginning of an encounter
Target: One creature
Effect: You take on the appearance of a terrible monster, the exact
details of which are up to you. Any enemy that can see you while Attack: Intelligence vs. Fort
rolling initiative takes a penalty to its initiative check equal to your
Charisma modifier. Creatures immune to fear do not take this Hit: 3d8 + Intelligence modifier poison damage.
penalty. Effect: The target is deafened (save ends).
You invoke anarchy into the foe's mind for a short time, causing them They say lightning never strikes the same spot twice, but as a witch,
to drop their guard. you've never really listened to what they say.
Encounter Arcane, Charm, Implement, Psychic Daily Arcane, Curse, Implement, Lightning
Hit: 1d6 + Intelligence modifier psychic damage and the target Hit: 2d12 + Intelligence modifier lightning damage and the target
provokes opportunity attacks. becomes a lightning rod (Remove Affliction ends). While afflicted
by this condition, at the start of each of its turns during combat,
every five minutes in a situation it could not normally take 10,
Level 15 Daily Spells every 15 minutes during a storm and every 3 hours otherwise, the
target must make a saving throw, if it fails, lightning strikes from a
Curse of Insomnia Witch Attack 15 few feet above it. When this happens make a secondary attack.
This attack is not an action and you don't need to have line of
You race through the enemy's mind, fatiguing them and set magical sight, line of effect, be aware that it is happening or even be
traps to cause them anxiety, pain, sadness and anger when they start conscious.
to rest.
Secondary Target: The lightning rod creature.
Daily Arcane, Curse, Implement, Psychic
Secondary Attack: Special vs. Fortitude
Standard Action Ranged 10
Special: The attack bonus for this attack is set when you use the
Target: One creature power. It equals your base attack bonus + your implement's
enhancement bonus with no other modifiers.
Attack: Intelligence vs. Will
Hit: 1d6 + special lightning damage.
Hit: 2d10 + Intelligence modifier psychic damage and the target is
slowed and weakened (save ends both). Additionally, the target Special: The damage bonus for this hit is set when you use the
gains insomnia (Remove Affliction ends). While afflicted by this power. It equals your Intelligence modifier + your implement's
condition, the target's rest is interrupted with burst of extreme enhancement bonus with no other modifiers.
emotion. The target must spend twice as long as normal when
taking a short rest. After an extended rest, the target must make Miss: 1d12 + Intelligence modifier lightning damage.
an endurance check with a DC equal to your curse DC 4 or the
extended rest is treated as a short rest and the target regains one Soften Witch Attack 15
healing surge.
You create a magical figurine of the enemy out of swirling magical
Miss: Half damage and the target is slowed (save ends). colors and knead it gently. As you do so, the target's flesh and bone
start to visibly soften and bruise.
Hideous Cackling Witch Attack 15
Daily Arcane, Curse, Implement
You infect the target with Cackle Fever.
Standard Action Action Ranged 10
Daily Arcane, Curse, Implement
Target: One creature
Standard Action Ranged 10
Attack: Intelligence vs. Fortitude
Target: One creature
Hit: 3d6 + Intelligence modifier damage that the target is softened
Attack: Intelligence vs. Fortitude (Remove Affliction ends). While afflicted by this condition, the
target gains vulnerability 3 to all damage, takes a -2 penalty to
Hit: 2d10 + Intelligence modifier damage and the target is infected Fort and a -4 penalty to Endurance and Athletics.
with Cackle Fever (Remove Affliction ends).
Effect: Half damage and the target is softened until the start of your
Miss: Half damage and the target must make a saving throw at the next turn.
end of the Encounter or become infected with Cackle Fever. It may
recover normally.
Level 16 Utility Spells
Shadow Portal Witch Utility 16
You create an area of faded color in front of you and step into it,
teleporting yourself away and infusing yourself with dark energies.
10
With a wave of your wand, you and your companions start to fade You create a ball of purple energy on one end of your staff and a ball
from view. of sky blue energy on the other and launch them in different
directions.
Encounter Arcane, Illusion
Encounter Arcane, Healing, Implement, Necrotic
Minor Action Close burst 5
Standard Action Ranged 10
Target: You and each ally in burst
Target: One creature
Effect: The target gains concealment and may use the Stealth skill
while being observed until the end of your next turn. You make a Attack: Intelligence vs. Reflex
Stealth check as part of this power. Each other target may make a
Stealth check as an immediate reaction to this power. Hit: 2d10 + Intelligence modifier necrotic damage and one ally within
range can spend a healing surge.
Life Leech Witch Utility 16 Rejuvenating Arcana: The ally gains temporary hit points equal to
three times your Wisdom modifier.
You imbue your friends with the ability to sap the life from their
enemies.
Shut Down Witch Attack 17
Daily Arcane
You attack the foe's mind in an attempt to disable it completely.
Standard Action Close burst 5
Encounter Arcane, Implement, Psychic, Sleep
Target: You and each ally in bust
Standard Action Ranged 10
Effect: Until the end of your next turn, any time the target hits with
an attack, it gains temporary hit points equal to half the damage Target: One creature
dealt. Attack: Intelligence vs. Will
Daily Arcane, Fear, Illusion Miss: The target is slowed (save ends).
Effect: Creatures within 50 squares of you may not take 10, take a -2 Level 19 Daily Spells
penalty on Insight and Perception checks, and take a -1 penalty on
saving throws against fear effects. You are not affected. This effect Anger Witch Attack 19
lasts for 1 hour. You stoke the anger of your enemy, making them lose control and let
their guard down.
Horrifying Scream Witch Attack 17 Miss: Half damage and the target is enraged (save ends).
Hit: 2d8 + Intelligence modifier thunder damage and you push the
target a 2 squares.
Horrific Arcana: The number of squares you push the target is equal
to 1 + your Charisma modifier.
11
You telekinetically squeeze the air from the opponents lungs. You're not some amateur who needs a broomstick for flying.
Target: One creature Effect: You gain a fly speed of 8 (hover) until the end of the
encounter or for 5 minutes.
Attack: Intelligence vs. Fortitude
Hit: 2d12 + Intelligence modifier damage and the target is dazed until Mystic Resurgence Witch Utility 22
the end of its next turn. Additionally, the target is asphyxiated
(Remove Affliction ends). While afflicted by this condition, the A whirlwind of white ribbons spread out from you and heals those
target finds it difficult to breath. It takes a -4 penalty to Athletics around you.
and Endurance checks and cannot hold its breath for more than 2
Daily Arcane, Healing
rounds. When the target is performing intense physical activity
such as combat, it must make a successful saving throw at the end Standard Action Close burst 5
of each of its turns or be dazed until the end of its next turn.
Target: You and each ally in burst
Miss: Half damage and the target is dazed until the end of its next
turn. Effect: The target can spend a healing surge and make a saving throw
with a bonus equal to half your Wisdom modifier against one affect
that a save can end.
Break Bones Witch Attack 19
You trace the outline of your enemy in the air with your finger before Reactive Petrification Witch Utility 22
smashing through it with your staff. The target's bones crack as they
are pushed backward. As the blow is swung, you become a statue.
Attack: Intelligence vs. Fortitude Effect: You become petrified until the start of your next turn. You gain
a number of temporary hit points equal to your level.
Hit: 4d6 + Intelligence modifier damage, you push the target 2
squares and the target is weakened (save ends). Additionally, the
target is broken (Remove Affliction ends). While afflicted by this Level 23 Encounter Spells
condition, the target's damage is reduced to three quarters while it
is not weakened. The targets takes a -5 penalty on Athletics checks Arcane Bomb Witch Attack 23
and a -2 penalty on Acrobatics and Endurance checks. Moving
causes the target pain so it can't take 10 while performing physical You create a magical trap and activate it before quickly teleporting
activity. away.
Miss: Half damage and the target is weakened until the end of its next Encounter Arcane, Force, Implement
turn.
Standard Action Close burst 5
Deafness Witch Attack 19 Effect: Before the attack, you place a swirl of energy in your square
and then teleport 10 squares. The origin of the attack is the swirl of
You create a magical blade of orange energy in the hand of the target energy.
and compel them to cut off their own ears.
Target: Each creature in burst
Daily Arcane, Charm, Curse, Implement
Attack: Intelligence vs. Fortitude
Standard Action Ranged 10
Hit: 2d10 + Intelligence modifier force damage and the target is
Target: One creature pushed 4 squares away from the swirl of energy.
Attack: Intelligence vs. Will
Mystic Light Witch Attack 23
Hit: 3d8 + Intelligence modifier damage, ongoing 5 damage (save
ends), and the target is dazed until the end of its next turn. You create a dozen orbs of red energy that attack your enemies with
Additionally, the target is deafened (Remove Affliction ends). red lightning before entering the bodies of your allies, rejuvenating
them.
Miss: Half damage and the target is deafened (save ends).
Encounter Arcane, Healing, Implement, Lightning, Zone
Daily Arcane, Fear, Polymorph Effect: The burst creates a zone of mystic light until the start of your
next turn. As a minor action once per turn, you and each ally can
Standard Action Personal spend a healing surge as a minor action while in the zone.
Effect: You are take on a horrific appearance, the exact details of Rejuvenating Arcana: While in the zone, you and your allies gain
which are up to you. You gain a +2 power bonus to AC and Fort resistance to all damage equal to your Wisdom modifier.
and a +5 power bonus on Intimidate checks. Any enemy who is
not immune to fear and starts its turn within 5 squares of you or
enters the area within 5 squares of you takes a penalty to Will
against powers with the fear keyword equal to half your Charisma
modifier until the start of its next turn.
12
You create swirls of mud in the air around the target and send them You twist your staff in the air and the foe's head jerks. The attack
splashing against it. The mud seems to quickly harden and the target seems to have had little effect, but there is a battle between mercy
becomes a statue. and cruelty in the foe's mind, and mercy has the upper hand.
Hit: 1d8 + Intelligence modifier damage and the target is slowed Hit: 5d6 + Intelligence modifier psychic damage and the target is
(save ends). merciful (Remove Affliction ends). While afflicted by this condition,
the target cannot make opportunity actions, must knock a target
First Failed Saving Throw: The target becomes petrified until the unconscious rather than kill it, does not gain a bonus to attack rolls
end of its next turn, after which its is slowed (save ends). when it has combat advantage and does not gain any conditional
bonuses to damage for attacking targets that are afflicted by a
Wall of Ghouls Witch Attack 23 certain condition (such as with Sneak Attack). Furthermore, the
target finds it difficult to make an unmerciful decision; whenever
Masses of ghoul-like creatures pull themselves from underneath the the target wants to make an unmerciful decision, (like order its
ground and begin grabbing at your enemies. troops to burn down a village or rob a man of the money he needs
to buy food with), it must make a saving throw, if it fails, then it
Encounter Arcane, Conjuration, Fear, Implement, Necrotic
makes the merciful choice. Being merciful does not change the
Standard Action Wall 5 within 10 target's objectives.
Target: Each enemy adjacent to the wall Miss: Half damage and the target is merciful until the end of your
next turn.
Attack: Intelligence vs. Reflex
Hit: 2d8 + Intelligence modifier necrotic damage and the target takes Infernal Fever Witch Attack 25
a -2 penalty to attack rolls until the end of its next turn.
You summon forth the power of hell to strike your foe down with a
Horrific Arcana: A hit target also takes a penalty to damage rolls fiendish disease.
equal to your Charisma modifier.
Daily Arcane, Curse, Implement
Effect: You conjure a solid wall filled with ghoul-like creatures that is
one square high and up to 5 squares long that lasts until the end of Standard Action Ranged 15
your next turn. As an opportunity action you can make an attack Target: One creature
against a creature who provokes an opportunity attack in a square
adjacent to the wall. The wall can be attacked and each square has Attack: Intelligence vs. Fortitude
your defenses and hit points equal to your level multiplied by 6.
Hit: 3d12 + Intelligence modifier damage and the target is infected
Sustain Standard: When you sustain this power, make another with Hellfever (Remove Affliction ends).
attack. You can only sustain this power 2 times.
Miss: Half damage and the target must make a saving throw at the
end of the Encounter or become infected with Hellfever. It may
Level 25 Daily Spells recover normally.
You create a blade of rippling red and black energy that rips through Rays of white light burst from the target and its life force drips away,
the air and into your enemy which makes it bleed a river of blood. available for the taking by anyone who wants it.
Daily Arcane, Curse, Implement Daily Arcane, Curse, Healing, Implement, Radiant
Hit: 4d8 + Intelligence modifier damage and ongoing 10 damage Hit: 3d10 + Intelligence modifier radiant damage and you or one ally
(save ends). Additionally, the target is anemic (Remove Affliction in range heals a number of hit points equal half to the damage
ends). While afflicted by this condition, the target takes a -2 dealt. Additionally, the target drains life (Remove Affliction ends).
penalty to saving throws against ongoing damage, and any time it While afflicted by this condition, any time the target is hit by a
is hit by a weapon attack, it takes ongoing damage equal to one melee or ranged attack, the attacker heals a number of hit points
fifth of the damage dealt (save ends). If the target is hit by a equal to one quarter of the damage dealt.
weapon attack that already deals ongoing damage, instead
increase the ongoing damage by 5, or deal ongoing damage equal Miss: Half damage and you or one ally in range heals a number of hit
to one fifth the damage dealt by the attack, whichever is highest. points equal to half the damage dealt. The target drains life until
the end of your next turn.
Miss: Half damage and ongoing 5 damage.
13
Several ghostly shapes float from the ceiling and descend on your The enemy's eyes shrivel in its skull. They seem to recover quickly,
target, holding it in place while you enact your will upon it. but the affliction lingers.
Hit: 3d12 + Intelligence modifier necrotic damage and the target is Hit: 4d8 + Intelligence modifier necrotic damage and the target is
restrained (save ends). blinded (save ends). Additionally, the target's eyes are infused with
necrotic energy (Remove Affliction ends). While afflicted by this
condition, the target takes a -2 penalty to saves against being
Mystic Miracle Witch Attack 27
blinded, takes a -5 penalty to Perception and treats all creatures as
You ignite your foe in blue and purple flames and they explode in though they had concealment. After each extended rest, the target
brilliant blue light, healing your companions. must make a saving throw, if it fails, it is blinded until it takes
another extended rest.
Encounter Arcane, Fire, Healing, Implement, Radiant
Miss: Half damage and the target is blinded (save ends).
Standard Action Ranged 10
Encounter Arcane, Fear, Implement, Illusion Miss: 2d6 + Intelligence modifier acid damage and ongoing 5 necrotic
damage (save ends). The target must make a saving throw at the
Type of Action Ranged 10 end of the Encounter or become infected with Slimy Doom. It may
recover normally.
Target: Up to 5 creatures within range
Secondary Target: Each other creature in blast
Attack: Intelligence vs. Will, one attack per target
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier psychic damage, ongoing 5 psychic
damage and you slide the target 3 squares. Hit: 2d6 + Intelligence modifier acid damage and ongoing 5 necrotic
damage (save ends). The target must make a saving throw at the
Horrific Arcana: You slide the target a number of squares equal to 3
end of the Encounter or become infected with Slimy Doom. It may
+ your Charisma modifier.
recover normally.
Special: If you reduce a target to 0 hit points with this power you
cannot choose to knock it unconscious. Split Mind Witch Attack 29
You pull the foe's mind in two different directions and force a barrier
Take Over Witch Attack 27
between the two sides and start them warring against each other. If
You force the enemy to obey your commands. the enemy thinks it is having and easy time fighting you, fighting itself
at the same time will make it think again.
Daily Arcane, Charm, Implement, Psychic
Daily Arcane, Curse, Implement, Psychic
Standard Action Ranged 10
Standard Action Ranged 10
Target: One creature
Target: One creature
Attack: Intelligence vs. Will
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage and the target is
dazed (save ends). Hit: 6d6 + Intelligence modifier psychic damage and the target's mind
is split in two (Remove Affliction ends). While afflicted by this
First Failed Saving Throw: the target is stunned instead of condition, the target is marked by itself. This mark overlaps with
dazed. other marks; it does not replace or get replaced by them. Any time
Second Failed Saving Throw: the target is dominated instead of the target makes an attack that doesn't target itself, it takes 2d6
stunned. psychic damage (with no other modifiers). Any attack against the
Sustain Minor: If you don't sustain this power on your turn, the target's Will has combat advantage. The split minds constantly
target recovers from the effect at the end of your turn. You can fight for control and the target becomes very indecisive; any time it
only sustain this power 2 times. You can't sustain this power if the makes an important decision, it takes 4 times longer than normal.
target saves against the effect or if the attack misses. Having its mind split in two does not change the target's
objectives.
Miss: Half damage and the target's mind is split in two (save ends).
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You sap the energy from the target and make it unable to eat, leaving You make a ripple in the sea of time to give yourself a little extra.
it to a slow death of starvation.
Daily Arcane
Daily Arcane, Curse, Implement
Minor Action Close burst 5
Standard Action Ranged 15
Target: You and each ally in burst
Target: One creature
Effect: The target can immediately take 1 move action as a free
Attack: Intelligence vs. Fortitude action.
Your magical experimentation has paid off and you have Miss: Half damage and the target is slowed (save ends).
learned how to control time with your magic. Perhaps you plan
to use your magic to extend your natural life span or travel
back through time to preemptively stop your enemies. Those Life Bringer
things may be a way off, but even a wizard would have a hard
I don't bring death; any fool with a magic wand can bring
time disputing your achievement in controlling time.
death. I have much greater power; I bring life.
Master of Time Spells Empowering Cruelty (11th Level): When an ally within 5
squares of you reduces an enemy to 0 hit points with an attack
Accelerate Enfeeblement Master of Time Attack 11 and chooses to kill it rather than knock it unconscious, the ally
gains temporary hit points equal to half your level.
You take the time path of your enemy and vastly speed it up. The
creature wilts and becomes crippled while time fixes itself. Healing Winds (16th Level): When you use your second
Encounter Arcane, Implement
wind, each ally within 3 squares of you may use their second
wind as an immediate reaction.
Standard Action Ranged 15
Effect: The target is weakened until the start of your next turn.
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Effect: The target gains regeneration equal to 2 + your Wisdom Desensitization Herald of Dread Utility 12
modifier while bloodied until the end of the encounter.
You have seen the very essence of fear and it no longer affects you as
it once did.
Life Siphon Life Bringer Attack 20
Daily Arcane
You make a tearing motion with your hands and the enemy's body
seems to get pulled from all directions. Purple energy oozes from its Immediate Interrupt Personal
wounds which you can use to heal your companions.
Trigger: You are hit with a power that has the fear keyword
Daily Arcane, Curse, Healing, Implement, Necrotic
Effect: The attack misses you and you again a power bonus to your
Standard Action Ranged 15 defenses against powers that have the fear keyword equal to your
Charisma modifier until the end of the encounter.
Target: One creature
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Mystic Control [Witch] Trigger: An ally in burst uses its second wind
Prerequisites: Mystic Word power, Rejuvenating Arcana, Target: The triggering ally
Witch Effect: The target gains a bonus to its defenses from using its second
wind equal to 1 + half your Wisdom modifier instead of +2.
Benefit: When you use Mystic Word, you can choose to grant
the temporary hit points to the target rather than yourself.
First Failed Saving Throw: The target takes a -1 penalty to Benefit: Once per encounter, you can spend an action point to
subsequent saving throws against this condition. regain the use of all of your witch encounter attack powers
you've already used in the encounter, instead of taking an
Second Failed Saving Throw: The penalty to saving throws against
extra action.
this condition increases to -2.
Multiclass Feat
Paragon Tier Feats
The feat in this section allows a character to uncover some of
The feats in this section are available to a witch of 11th level the mysteries of witchcraft. It is suitable for a wizard who
or higher who meets the feats' other prerequisites. studies forbidden magic against the wishes of his guild, a
fighter who yearns to have arcane power and takes to
Fortified Curses [Witch] experimenting away from his peers or anyone else who wants
hidden magical knowledge.
Prerequisite: Witch
Benefit: Your effective level for determining the Endurance or Secret Mystical Practitioner
Heal DC, and level of the affliction you bestow with a curse
power is 5 higher than your actual level.
[Multiclass Witch]
Prerequisite: Int 13
Horrific Humiliation [Witch] Benefit: You gain training in one skill from the witch's class
Prerequisites: Horrific Arcana, Witch skill list. Once per day, you can use the witch's Mystic Word
power. In addition, you can use a staff or a wand when using a
Benefit: You can use the horrific humiliation power. witch power or a witch paragon path power.
Horrific Humiliation Feat Power
You cause a critical error from your foe to be all the more disastrous.
Magic Items
At-Will Arcane, Fear
In this section, several items that the witch may find useful on
Free Action Close burst 10
her adventures are described.
(15 at 21st level)
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Power (Daily Healing): Free Action. Use this power when you hit Role: Controller (Leader)
with a power that has the healing keyword. You and each ally Defenses: +2 Will
within 5 squares of the target heals an amount of hit points equal Hit Points: 8 per level + Constitution score
to half the damage you deal. Weapon Proficiency: Dagger, Quarterstaff, Sickle, Scythe
Armor Proficiency: Cloth
Trained Skills: Arcana and one other from witch class skill list.
Staff of Merciless Fear Level 4+ Class Features: Mystic Word, Natural Magic, Ritual Caster
This staff may look like nothing more than a crooked length of wood, Implements: Staffs, Wands
but it contains the fear of a hundred tortured souls.
Implement (Staff)
Critical: +1d10 psychic damage per plus or +1d6 damage per plus
against a target that is immune to fear
Power (Daily Fear, Psychic): Free Action. Use this power when
you would pull, push, or slide a creature with a power that has the
fear keyword. Instead of pulling, pushing or sliding the creature,
deal xd6 psychic damage to it where x equals the number of
squares you would normally push it.
Level 14 or 19: xd8 psychic damage
Level 24 or 29: xd10 psychic damage
Even your hat holds mystical secrets. Enemies will have a hard time
getting to you when you wear this hat.
Lvl 11 9,000 gp
Witch NPCs
The following section shows how to create witch NPCs.
Witch Template
Power Source: Arcane
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