Gain bonuses on identifying and resisting spells associated with your spirits. Alter the target's attitude or give bonuses to those interacting with the target. The target becomes temporarily immune to disease. Ward yourself against thought detection and memory alteration. Subject gains bonus on saving throws equal to Cha modifier. You can talk to plants and plant creatures. Gives the target the ability to get out of trouble and relieves harmful effects and conditions. Creatures forget details about you and conversations with you. Learns whether an action will be good or bad. Increases strength of a paladin's aura of courage. Creates difficult terrain and erases tracks, can carry along some creatures and objects. Targeted ammunition exudes radiant energy. ft./level of food or water. Creatures are shaken and take Wis damage. Create shackles of force on one creature. Gives creature grab ability with a natural attack. Create a beanstalk that is very easy to climb. You are transformed into a single-minded force of destruction. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. Magic Circle against Evil: abjuration: As protection from chaos, but 10-ft. radius and 10 min./level. A Large siege engine deals energy damage that you designate with other effects depending on the type of energy you choose. Transforms a single animal or magical beast into a younger and cuter version of itself for a short period of time. You become an incorporeal creature of dust for a short period of time. Fog obscures the vision of others and extends the range of your hexes. Targets in a line take 1d6 electricity/level. Transfer your mythic path abilities to another creature temporarily. Render a technological object or creature inert for 1 round/level. Send or receive a Tiny or smaller animal via teleportation. Rolling ball of fire deals 3d6 fire damage. Ammunition in the targeted firearm deafens opponents. Melee weapons damage as if one size bigger. Grants a +10-foot bonus to the range increment for any ranged weapon fired. You siphon half of all magical healing that the targeted creature receives. PZO1110: Animate Objects Objects attack your foes. Red: Bad, useless options, or options which are extre… Switch minds with another creature for 1 hour per level. Controls actions of one or more plant creatures. Creates 3-ft.-diameter horizontal disk that holds 100 lbs./level. Cause creatures to hate one type of creature. Grants +5 AC and DR 10/evil, can't attack. Empowers bombs you throw to cover the target with a shadowy substance that grants it concealment and limits its vision. Turns centipedes, scorpions, or spiders into giant vermin. Deal 1d6 points of damage per level and stagger target for 1 minute. Unless the player in question can point to another class feature or feat or whatever that explicitly grants them access to additional spells, they're restricted to their class list just like anyone else. Wards a creature from attacks by technological items and robots, mental control from technological sources. Subjects only need 2 hours for a night's sleep, and can sleep even longer for more benefits. Restrict target's access to mythic power. One creature/level moves faster, +1 on attack rolls. Animal gains advanced creature simple template. Target suffers the effect of the poison in you. Creates permanent brand on target creature. As many as eight creatures hide in extradimensional space. You surround yourself with disturbing illusions. D&D Beyond Summons elemental creature to fight for you. Restores life to subject who died as long as one day/level ago. Postpone hostile action by a haunt or incorporeal undead. You take on a terrifying, Large-sized form of yourself and emit an aura that causes creatures to become shaken or frightened. Fearsome illusion kills subject or deals 3d6 damage. 1-inch-thick slab of stone springs up from the ground, shielding you. Add the following spells to your wizard spell list at the listed spell level: 1st—keen senses, 3rd—twilight knife*, 4th—wandering star motes, 6th—true seeing, 8th—moment of prescience. Locks a weapon in place on the target's body. Your arms lengthen, giving you extra reach. Teleports you and select creatures to predetermined location. Areas of earth and stone floor act as a snapping quagmire that pulls the target down and damages it if it attempts to move through such terrain. Ignores first 10 (or more) points of damage per attack from specified energy type. Grants target a +2 morale bonus on saving throws against fear effects. Absorbs 12 points/level of damage from one kind of energy. Calms creatures, negating emotion effects. Wizards with the universalist school do not receive a school slot. +1 on one attack roll, saving throw, or skill check. Armor you wear no longer slows your speed. Magical field grants a +1 bonus to AC and on saves, and stuns one creature attacking you. Expend 3 uses of mythic power to restore one use of target's mythic power. Core Rulebook   Cone of silver darts deals 1d6 piercing damage/level, more against unarmored targets. Replace surface thoughts with a mental echo. Psychic   The target drow transforms into a surface elf. 5th Level   Dazzles one creature (–1 on attack rolls). You transform the target half-orc into a full-blooded orc. Confuse one creature for the duration of your concentration + 1 round. Create one or more bolts of negative energy infused with shadow pulled from the Shadow Plane. Creatures of same faith gain bonuses to AC and on saving throws. Cures 2d8 damage + 1/level, affects 1 subject/level. Some gain power through study, some through devotion, others through blood, but the witch gains power from her communion with the unknown. Allies attacking the target of the spell gain a +5 bonus on damage rolls for 1 round. When cast on a creature with negative energy affinity, the target is able to convert channeled positive energy into temporary hit points. Four exploding spheres each deal 6d6 fire damage. Large hand provides cover, pushes, or attacks your foes. Cut out an enemy's heart and consume it, absorbing that enemy's power as your own. Cube or cage of force imprisons all inside. Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. I have a player (Witch), who seems to be under the impression that her familiar can learn any spell from a scroll. Occultist   Gain a +8 bonus to Str, Dex, or Con for one roll, then be fatigued for 1 round. The spell targets an area and dispels all magic buffs in the area, dismisses all summons in the area, and removes all magical area effects that effect creatures in the area. You call forth mighty winds to clear a path ahead of you. Attackers' weapons stick to your gluey blood. You are correct that it's only spells on the witch list. Target gains a 25% chance to treat critical hits and sneak attacks as normal hits. Grants eidolon an evolution with 4 evolution points. Creates a serpentine path of fire 5 ft. long/level that deals 1d6 fire damage/level. You are imbued with disease, and any creature you strike may be sickened. Rays hit subjects with variety of effects. Creatures attacking you take fire damage; you're protected from heat or cold. Telekinetically hurl an object, dealing 1d6 points of damage to the target and object. Direct a summoned monster as if you had summoned it. Last stand cures good creatures, hurts evil. Create a perfect illusion of yourself that is incorporeal and capable of casting psychic spells, and switch between it and your body at will. Target loses a 7th-level prepared spell or spell slot. Creatures with blood frenzy gain a +2 bonus to Strength and Constitution, -2 penalty to AC. Target loses a 5th-level prepared spell or spell slot. A wizard's or an arcanist's familiar grants special abilities to its master, but only when the familiar and its master are within one mile of each other. Affected creatures automatically donate hp to stabilize fallen ally. Allows you to telekinetically use a creature as a weapon. Earth or water moves you across distances and damages things not of the natural world. Gain skill bonuses when interacting with the target. Creatures bow before you as if you were divine. Deals 2d10 damage/round to freestanding structure. Deal 6d6 points of damage and entangle creatures in a 30-ft. radius, and push ethereal and incorporeal creatures onto the Material Plane. Predatory animals must successfully save or attack the target. Changes one page to hide its real content. Three stones gain +1 on attack rolls, deal 1d6+1 damage. Subject is invisible for 1 min./level or until it attacks. 75 School necromancy; Level arcanist 8, cleric 7, oracle 7, sorcerer 8, witch … You can see invisible creatures and objects within 30 feet of you. Makes one 5-ft.-square or one object sticky. Communing with that source and using her familiar as a conduit, the witch gains not only a host of spells… Ammunition in the targeted firearm is less likely to misfire. Ultimate Combat, Alchemist   Start a psychic duel between yourself and another creature. Spiritualist   Empowers bombs you throw to cause fatigue in those directly hit or splashed by the bomb. Triggered rune wracks nearby creatures with pain. Evocation   Target loses a 3rd-level prepared spell or spell slot. Prevent a creature from transferring life force to or from others. +2 AC against attacks of opportunity and increases speed. Mythic Adventures   DESCRIPTION. Does 2d8 damage +1/level (max +15) to creature and dispels an effect. Inflict 10 damage/level to one creature/round. Make a creature give you an object it's holding. Deals 4d8 damage + 1/level, affects 1 subject/level. Transfers your consciousness to an object bearing your likeness. Gain ability to follow the trail of the aura of an alignment. Brings dead subject back in a random body. They're getting … I support a limited subset of Pathfinder's rules content. Target gains a 50% chance to treat critical hits and sneak attacks as normal hits. As many as eight creatures hide in an extradimensional space. Targeted creature's attacks target a random square instead of the intended target. Weapon becomes good, evil, lawful, or chaotic. Create an expanding glow that heals allies within it of 5 hp of damage. Boosted cold DC. Inflicts an ill fate on a creature, halving its damage when it attacks or casts a spell. Construct behaves oddly for 1 round/level. Create a Small minion out of mud that performs as. From Adding Spells To A Witch's Familiar, the very first line: Witches can add new spells to their familiars through several methods. Start a second bardic performance while maintaining the first. Harmlessly and completely inhale one gas, fog, smoke, mist, or similar cloud-like effect. Create a portal allowing entry to and exit from a mindscape. Indicates direction to familiar creature. Sickens creature if it refuses to fight you. Harms and sickens good creatures (1d8 damage/2 levels). Ammunition in the targeted firearm generates excessive recoil. Replaces nonmagical ammunition every round. Harms and possibly blinds evil creatures (1d8 damage/2 levels). Allies gain +1 on attack rolls and saves against fear. Subject loses 1d6 + 1 Dex/two levels and is prone to falling down. Occult Adventures   Living creature of 6 HD or less loses its next action. Reset Class Filters, Cantrips / Orisons   Touch attack, 3d8 damage +1/level (max +15). Empowers bombs you throw to summon poisonous biting vipers that bite those hit or splashed by the bomb. Creates an illusion over an area to make creatures that view or interact with it believe it has suffered a catastrophe that renders it utterly worthless. Target doesn't provoke attacks of opportunity with unarmed strikes. School necromancy; Level arcanist 1, bloodrager 1, cleric 1, druid 1, hunter 1, mesmerist 1, oracle 1, sahirafiyun 1, sorcerer 1, summoner 1, summoner (unchained) 1, warpriest 1, witch 1, wizard 1 Casting Casting Time 1 standard action Components V, S, M (a drop of sweat) Effect Range close (25 ft. + 5 ft./2 levels) Effect ray … The target's tail moves and acts more quickly, almost with a mind of its own. Masks a creature's or an object's alignment, emotion, health, and magic auras. Levitates the targeted creature up off the ground. Increases thrown weapon range; +1 attack. Detect radiation in the surrounding area. Deals 3d8 damage + 1/level, affects 1 subject/level. The target's wings grow more powerful, increases fly speed by +10 feet and its maneuverability to improve by one category. Gain fast healing 2, immunity to bleed, and faster recovery from diseases and poisons. Targeted dispel transfers an effect to you. Deals 10 damage/level to 1 creature/level. Paralyzes one humanoid for 1 round/level. Opened object deals 1d4 damage + 1/level. Grant bonuses and temporary hit points that spread from creature to creature. You may target one creature for every four of your caster levels. Harnesses the power of the seasons to protect the target and grant a number of bonuses. The next weapon that sunders an item belonging to the target takes damage. Opponents cannot attack a pathetic creature. Removes burden of misdeeds from subject and reverses magical alignment change. Fills area with negative energy, making undead stronger. Project your soul into an object, animating it. The spell in question is Flame Strike, which is most definitely not one on the Witch's spell list. Cures 3d8 damage + 1/level, affects 1 subject/level. In addition, you can deplete a radioactive object as well, although because you must touch the object to affect it, you … Changes appearance of a group of creatures. My player seems pretty adament that it's any spell, … Cures normal or magical blindness or deafness. Take the form and some of the powers of a Diminutive or Huge undead. You look exactly like a different kind of energy drain and blood drain attacks made by creatures. Entangle creatures in area take 1d8 damage + 1/level, affects 1 subject/level vs. healing effects gets levels... 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