Witch
Wizard archetype
(Witchmaster, Witchdoctor)
ver. 1.1
Wizard archetype
ver. 1.1
"Most witches are just users of ancient, magical teachings. Their science is based on thousands of years of experience, yet it does not differ significantly from the ancient formulas.
For them, magic is not a path to perfection, but a means of power. There are few connoisseurs who view magic as occult artists in their ranks.
Witches do not seek to understand the laws of magic - they are followers of practical, applied magic. They are not looking for the structure and connections of the laws, but rather loopholes."
The whole village fears the tiefling woman in the house on the corner. Rumors spread that she is in league with demons. Every night, a black cat can be seen leaving her home and spying into the windows of others. Unbeknownst to them, the cat is a vigil for the tiefling. She sees what the cat sees and now knows that the home is free of intruders and evil spirits. With that home safe, the cat moves onto the next home to help its master keep the town safe.
An elfish man dressed completely in black enters the home of the family that called him. As soon as he sets foot inside, he is overwhelmed by a sudden chill. He is led to the ailing child, whom he was summoned to help. After completing a ritual spell of herbs and sticks, the spirit tormenting the child is revealed. The elf casts a spell, somehow more powerful than what is normally seen, blowing the spirit away. When the spirit is blown backward, a black, red-eyed dog lunges at the evil spirit, and banishes it to the realm from whence it came. The elf takes his payment and walks away.
A human woman walks down the sunny streets, her white robes seemingly gleaming in the sun. A voice whispers in her ear about a nearby feeling of anxiety. The woman looks and sees a halfling shopkeeper stacking her merchandise. Sensing the halfling needs help, the human silently commands her unseen companion. The halfling suddenly feels a rush of confidence, and successfully, although precariously, stacks her wares to sell. Seeing that her work is done, the human walks on her way.
Enhancement trees:
Witch, Archemage and with Witch core 1: Bombardier (Black Witch) or Vile Chemist (Grey Witch) or Apothecary (White Witch).
Note: By default they only have access to 2 trees, Witch Core 1 unlocks a third tree (like AA for elves).Note covens:Class Skills:
Concentration (Constitution), Diplomacy (Charisma), Haggle (Charisma), Heal (Wisdom), Spellcraft (Intelligence), Use Magic Device (Charisma)
Spells:
Witch can learn wizard spells except Evocation school.
They supplement their shallower magical knowledge with other practices according to their orientation. Thus, some of the alchemist potions are available to them, as well as spells that wizards cannot reach.
Note spell slots: Wizards have 45 spell slots. Compared to them, witches focus much more on practical usability instead of in-depth magic use, so they only have 27 spell slots, this is supplemented by 5 (or 7) traditional coven spells and the simultaneous use of 12 (or 10) potions (this a total of 44).Core 1 - Witch I
Each enhancement point spent in tree grants +1 USP.
Choose witch coven: Black Witch, Grey Witch or White Witch, your choice opens an alchemist tree.
Recipes Book:
Gain recipes book with 2 first level slot, and grant special coven base inscribe recipes feat.
Black Witch can inscribe only Crimsonite alchemical recipes.
Grey Witch can inscribe only Cerulite alchemical recipes.
White Witch can inscribe only Gildleaf alchemical recipes.
Core 2 - Witch II
Recipes Book (passive):
Two second level slot add to recipes book, and you can inscibe typed 2. level recipes.
Enthrall (active)
Cost 6 SP
Cooldown: 30 seconds
Range: Self centered AoE 20 meter
Enthrall multiple non boss enemies. Enthralled enemies stop what they're doing and have a chance of breaking free when damaged. Enthralled enemies suffer a -2 penalty to attack rolls and Will saves for 24 seconds plus 6 seconds per witch level, even after being disrupted from their reverie. This ability uses a Diplomacy check as Will save DC.
AP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Witch I, Witch level 3Core 3 - Witch III
Recipes Book (passive):
Two third level slot add to recipes book, and you can inscibe typed 3. level recipes.
Enthrall (passive):
Your Enthrall gains the power to mesmerize Oozes and Vermins.
Diligent Servant (passive):
If your famulus is present, it will automatically collect the basic material components for your spells and potions.
Note: Equivalent to Eschew Materials at no extra cost.Note: The variety of material components (more than 15 types in total) is too much, so I made it an automatically acquired ability.AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Witch II, Witch level 6Core 4 - Witch IV
Recipes Book (passive):
Two fourth level slot add to recipes book, and you can inscibe typed 4. level recipes.
Enthrall (passive):
Your Enthrall gains the power to mesmerize Undead.
Familiar (passive):
If your familair present enemies that strike you have a 5% chance of becoming Fascinated for 6 seconds, Diplomacy+d20 vs Will.
AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Witch III, Witch level 12Core 5 - Witch V
Recipes Book (passive):
Two fifth level slot add to recipes book, and you can inscibe typed 5. level recipes.
Enthrall (passive):
Your Enthrall gains the power to mesmerize Construct.
Greater Witch Secret (active):
SLA: Otto's Sphere of Dancing, Cooldown 30 sec, 30 SP
AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Witch IV, Witch level 18Core 6 - Witch VI
+4 Int
Version 1.
Recipes Book (passive): Ver.1
Two sixth level slot add to recipes book, and you can inscibe typed 6. level recipes.
Version 2.
Add fix sixth and seventh level coven spell to spellbook:
Black Witch: 6th Grasping Thorns, 7th Destruction
Grey Witch: 6th Word of Balance, 7th Regenerate
White Witch: 6th Blade Barrier, 7th Greater Restoration
Enthrall (passive):
Your can mesmerize any nonboss creature.
Greater Hex (passive):
Decrease target's all immunity to 100-(3*caster level)% absorp for duration.
Note Hex effect: -6 all saves, -[20-26] PRR/MRR, Melee/Ranged power and USP, -[20-26]% movement speed and -[10-13]% attack speed, block healing and immunity decrease to [40-22]% absorp.AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Witch V, Witch level 20Hex I (active)
Cooldown 1 min, Duration 10 + 3 sec per caster level
No save, No SR, This effect also works on bosses and Raid bosses.
Decrease target all saves with core number for duration.
Note Hex effect: -[1-6] all savesAP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: noneFamiliar I (toggle)
Choose a famulus: rat, cat, frog, snake or owl.
If your familiar present grant permanent alchemical reaction effect:
Black Witch Pyrite.
Grey Witch Orchidium.
White Witch Verdanite.
Coven Knowledge I (passive)
Add non wizard spell to your spellbook as first level wizard spell. This spell is always prepared and does not require spell slot.
Black Witch: Doom
Grey Witch: Shillelagh
White Witch: Shield of Faith
Witch Secret I (active)
SLA: Color Spray, Cooldown [10/8/6] sec, [6/4/2] SP
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: noneSubtle Spellcasting (passive)
Your spells generate [10/20/30]% less hate than they normally would, making enemies less likely to attack you.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: noneHex II (passive)
Hex Decrease target's PRR/MRR with your caster level.
Note Hex effect: -[1-6] all saves, -[2-26] PRR/MRR.AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Hex IFamiliar II (Passive)
You share your senses with your famulus, so you get a Core number bonus for your Listen, Search and Spot skills.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Familiar ICoven Knowledge II (passive)
Add non wizard spell to your spellbook as second level wizard spell. This spell is always prepared and does not require spell slot.
Black Witch: Soundburst
Grey Witch: Barkskin
White Witch: Close Wounds
Witch Secret II (active)
SLA: Suggestion, Cooldown [10/8/6] sec, [8/6/4] SP
AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: Witch Secret IEfficient Metamagic (Passive)
Choose one of the following Metamagic feats. Reduce the spell point cost of using that Metamagic.
Efficient Empower: Using the Empower Spell Metamagic costs you [2/4/6] fewer Spell Points.
Efficient Enlarge: Using the Enlarge Spell Metamagic costs you [1/2/4] fewer Spell Points.
Efficient Maximize: Using the Maximize Spell Metamagic costs you [3/6/9] fewer Spell Points.
Efficient Quicken: Using the Quicken Spell Metamagic costs you [1/2/4] fewer Spell Points.
Hex III (passive)
Hex Decrease target's Melee/Ranged power and USP with your caster level.
Note Hex effect: -[1-6] all saves, -[3-26] PRR/MRR, Melee/Ranged power and USP.AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Hex IIFamiliar III (passive)
When you are damaged you have a 5% chance of turning invisible for 6 seconds, if familair present.
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Cove Path IICoven Knowledge III (passive)
Add non wizard spell to your spellbook as third level wizard spell. This spell is always prepared and does not require spell slot.
AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Coven Knowledge II<empty>
Intelligence I. (passive)
+1 to INT
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: noneHex IV (passive)
Hex Decrease target's movement speed with your caster level & attack speed with your half caster level.
Note Hex effect: -[1-6] all saves, -[4-26] PRR/MRR, Melee/Ranged power and USP, -[4-26]% movement speed and -[2-13]% attack speed.AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Hex IIIFamilair IV (passive)
Your familiar grant changing Reaction effect once per 90 second.
Note: You can't change reaction, but grant short time typed buff.AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Cove Path IIICoven Knowledge IV (passive)
Add non wizard spell to your spellbook as fourth level wizard spell. This spell is always prepared and does not require spell slot.
Black Witch: Unholy Blight
Grey Witch: Enveloping Swarm
White Witch: Death Ward
Witch Secret III (active)
SLA: Deep Slumber, Cooldown [10/8/6] sec, [10/8/6] SP
AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Witch Secret IIIntelligence II (passive)
+1 to INT.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Intelligence IHex V (passive)
Hex Block target's all type healing ability for duration (paralel with Cursed Wound from Clay golem, but block all healing type).
Note Hex effect: -[1-6] all saves, -[5-26] PRR/MRR, Melee/Ranged power and USP, -[5-26]% movement speed and -[2-13]% attack speed, block healing.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Hex IVFamiliar V (passive)
Your familiar grant +1 to all spell DC.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Cove Path IVCoven Knowledge V (passive)
Add non wizard spell to your spellbook as fifth level wizard spell. This spell is always prepared and does not require spell slot.
Black Witch: Slay Living
Grey Witch: Greater Command
White Witch: Reincarnate
Witch Secret IV (active)
SLA: Phantasmal Killer, Cooldown [15/12/9] sec, [15/12/9] SP
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Witch Secret IIIWitch Knowledge (passive)
Choose: You gain Empower Healing Spell or Accelerate Spell metamagic feat.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: none