Preparation
A witch is a
preparation spellcaster that casts arcane spells drawn from the witch spell list.
Spell Availability
A witch may cast any spell he knows, as long as he has the Anima Points (AP) to do so. To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. That means that a 1st level Witch can cast a 2nd, or, in some cases a 3rd level spell.
Spell DC
The Difficulty Class for a saving throw against a witch’s spell is 10 + the spell level + the witch’s Intelligence modifier. A witch has a limited number of AP in a spell pool.
Anima Points
A Witch has a number of APs in a spell pool. The witch's APs are defined by the Witch Anima Points per level table below, A witch gains bonus spell points equal to his Intelligence bonus.
Burned Aura
Because a witch’s
spells are not internalized to his aura (they are learned knacks cast through communion with the unknown, unlike a sorcerer’s innate magic powers), each time the witch casts a spell it leaves some traces on his magic aura (much like the lingering auras that can be revealed with a detect magic spell, though the residue on a witch’s aura is often too faint to actually set off detect magic). This residue, known as Burned Aura, makes it difficult for the witch to cast the same spell multiple times in the same day, as some traces of its previous mystic pattern interfere with the casting process. As a result, each time a witch casts the same spell since restoring his spell pool, it costs a 1 additional AP each time it is cast. This additional AP cost is removed when the witch refills his spell-points and prepares his spells for the day.
Recuperation
A witch may know any number of spells, learning them by adding them to his familiar. If a witch does not have his familiar when he refills his spell-points and prepares his spells for the day, any additional spell-point cost that has accrued as a result of burned aura is retained.
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