Hello, and welcome back to Obscure Arcana. This week’s offering is aimed particularly at witches, with a couple of very witch-specific spells, but also has something for a wider variety of classes, in the form of our first spell, ill wind:
ILL WIND
School evocation [air]; Level cleric/oracle 6, druid 5, magus 4, sorcerer/wizard 6, witch 5
Casting Time 1 standard action
Components V, S, M (a single leaf)
Range medium (100 ft. + 10 ft./level)
Target one creature/3 levels, no two of which may be more than 30 ft. apart
Duration 1 round/level (D)
Saving Throw Reflex negates; Spell Resistance no
Each target is surrounded by an angry, churning wind, which actively hinders them, interfering with their ranged attacks while actually aiding ranged attacks made against them. Each affected creature suffers a -8 penalty on ranged attacks of all kinds. Further, any ranged attacks made against a creature affected by this spell gain a +4 bonus to hit. This effect moves with the affected creature, following him wherever he goes.
SPELL GOBBLER
School necromancy; Level witch 3
Casting Time 1 standard action
Components V, S, F (a quill pen)
Range touch
Target familiar or spellbook touched
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
Your hand becomes enveloped in emerald-green energy. You must succeed on a melee touch attack to hit the target (unless the target is an unattended object, in which case you can touch it automatically). If the target is a familiar or an attended or magical spellbook, it is entitled to a Will save. In the case of a non-magical, unattended spellbook, no saving throw is allowed.
You immediately become aware of all spells that the target knows (if it is a familiar) or that are contained within it (if it is a spellbook). You may choose a single spell from among these, which appears on the witch spell list at a spell level lower than the highest spell level that you can cast. If you do, the target loses that spell permanently (the spell vanishes from the page if the target is a spellbook, and the familiar loses access to it, if it is a familiar), and your familiar learns the spell immediately. Anyone who prepared a spell using the target does not automatically lose the spell that they prepared, but will be unable to prepare that spell using the target again in the future, unless the target regains the spell independently (using the normal methods for adding a spell to a spellbook or witch’s familiar).
If this spell is cast targeting a familiar that is not used for spellcasting (such as a wizard’s familiar), it has no effect.
TRANSMUTE OBJECT TO CANDY
School transmutation; Level witch 8
Casting Time 1 standard action
Components V, S, F (a wooden spoon)
Range touch
Target one object whose volume is no greater than two 10-ft. cubes/level; see text
Duration permanent; see text
Saving Throw see text; Spell Resistance no
You transform a touched object made of wood, stone, or any other material with a hardness of 10 or less, into delicious candy or other sweets. This reduces the object’s hardness to 0, and its hit points become equal to 1 per inch of thickness. The exact nature of the candy is up to you (chocolate, gingerbread, peppermints, etc.), but regardless of the form that the candy takes, anyone who eats it must succeed on a Will save (saving throw DC equal to transmute object to candy’s saving throw DC), or be compelled to take no action other than to continue eating the candy for another minute, after which it may make another saving throw to end the effect. Any hostile actions taken against an affected creature end this compulsion, but for each minute that the affected creature continues to eat the candy, he suffers 2 points of Strength and Dexterity damage.
The affected object remains as candy indefinitely, but a successful dispel magic spell will return it to its natural state (any damage that may have been done to the object while it was made of candy remains, although any candy that was eaten does not transmute back).