Witch Spells
This section presents the Witch spell list. The spells are organized by spell level and then alphabetized, and each spell’s school of magic is listed. New spells are marked with an asterisk (*). In the Special column, C means the spell requires Concentration, R means it’s a Ritual, and M means it requires a specific Material component.
Cantrips (Level 0)
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spell Descriptions
Level 1 Witch Spells
Spell | School | Special |
Accursed Act* | Enchantment | C |
Animal Friendship | Enchantment | — |
Bane | Abjuration | C |
Charm Person | Enchantment | C |
Color Spray | Illusion | — |
Comprehend Languages | Divination | R |
Detect Magic | Enchantment | C, R |
Disguise Self | Illusion | — |
Expeditious Retreat | Transmutation | C |
Faerie Fire | Abjuration | C |
Flawed Reconstruction* | Transmutation | — |
Hex | Illusion | C |
Hideous Laughter | Enchantment | C |
Hollowing Curse* | Necromancy | C |
Protection from Evil and Good | Abjuration | C, M |
Psychedelics* | Illusion | — |
Ray of Sickness | Necromancy | — |
Silent Image | Illusion | C |
Sleep | Enchantment | C |
Thunderwave | Evocation | — |
Unseen Servant | Conjuration | R |
Level 2 Witch Spells
Spell | School | Special |
Animal Messenger | Enchantment | R |
Blindness/Deafness | Transmutation | — |
Calm Emotion | Enchantment | C |
Curse Ward* | Abjuration | — |
Darkness | Evocation | C |
Darkvision | Transmutation | — |
Detect Thoughts | Divination | C |
Enlarge/Reduce | Transmutation | C |
Enthrall | Enchantment | — |
Hold Person | Enchantment | C |
Intrusive Thought* | Enchantment | — |
Invisibility | Illusion | C |
Knock | Transmutation | — |
Levitate | Transmutation | C |
Locate Object | Illusion | C |
Misty Step | Conjuration | — |
Protect Threshold* | Abjuration | R |
Ray of Enfeeblement | Necromancy | C |
See Invisibility | Divination | — |
Shatter | Evocation | C |
Spider Climb | Transmutation | C |
Suggestion | Enchantment | C |
Level 3 Witch Spells
Spell | School | Special |
Bestow Curse | Necromancy | C |
Clairvoyance | Divination | C, M |
Counterspell | Abjuration | — |
Curse of Blades* | Enchantment | C |
Dispel Magic | Abjuration | — |
Fear | Illusion | C |
Fly | Transmutation | C |
Hypnotic Pattern | Illusion | C |
Magic Circle | Abjuration | M |
Major Image | Illusion | C |
Nondetection | Abjuration | M |
Remove Curse | Abjuration | — |
Ruby-Eye Curse* | Necromancy | C |
Sending | Divination | — |
Slow | Transmutation | C |
Speak with Dead | Necromancy | — |
Speak with Plants | Transmutation | — |
Stinking Cloud | Transmutation | C |
Tongues | Conjuration | — |
Level 4 Witch Spells
Spell | School | Special |
Arcane Eye | Divination | C |
Banishment | Abjuration | C |
Black Tentacles | Conjuration | C |
Compulsion | Enchantment | C |
Confusion | Enchantment | C |
Dimension Door | Conjuration | — |
Dominate Beast | Enchantment | C |
Gahoul’s Scapegoat* | Abjuration | — |
Greater Invisibility | Illusion | C |
Hallucinatory Terrain | Illusion | — |
Locate Creature | Divination | C |
Mandy’s Marvelous Dress* | Conjuration | M |
Phantasmal Killer | Illusion | C |
Polymorph | Transmutation | C |
Level 5 Witch Spells
Spell | School | Special |
Contagion | Necromancy | — |
Dispel Evil and Good | Abjuration | C |
Dominate Person | Enchantment | C |
Dream | Illusion | — |
Geas | Enchantment | — |
Hold Monster | Enchantment | C |
Insect Plague | Conjuration | C |
Mislead | Illusion | C |
Modify Memory | Enchantment | C |
Pharaoh’s Curse* | Necromancy | — |
Planar Binding | Abjuration | M |
Scrying | Divination | C, M |
Seeming | Illusion | — |
Telekinesis | Transmutation | C |
Level 6 Witch Spells
Spell | School | Special |
Elemental Curse* | Evocation | C |
Eyebite | Necromancy | C |
Flesh to Stone | Transmutation | C |
Frenzy* | Enchantment | C |
Mass Suggestion | Enchantment | — |
Programmed Illusion | Illusion | M |
True Seeing | Divination | M |
Level 7 Witch Spells
Spell | School | Special |
Etherealness | Conjuration | — |
Mirage Arcane | Illusion | — |
Plane Shift | Conjuration | M |
Project Image | Illusion | C, M |
Sequester | Transmutation | M |
Symbol | Abjuration | M |
Teleport | Conjuration | — |
Level 8 Witch Spells
Spell | School | Special |
Antipathy/Sympathy | Enchantment | — |
Befuddlement | Enchantment | — |
Dominate Monster | Enchantment | C |
Glibness | Transmutation | — |
Mind Blank | Abjuration | — |
Power Word Stun | Enchantment | — |
Level 9 Witch Spells
Spell | School | Special |
Astral Projection | Necromancy | M |
Foresight | Divination | — |
Identity Curse* | Enchantment | — |
Imprisonment | Abjuration | M |
True Polymorph | Transmutation | C |
Weird | Illusion | C |
Spell Descriptions
The following spells are represented in alphabetical order.
Accursed Act
Level 1 Enchantment (Witch)
Casting Time: Action
Range: 60 feet
Components: V, S, M (incense or a black candle)
Duration: Concentration, up to 1 minute
Lighting a candle, you attempt to curse a creature you can see within range. The target must succeed on a Wisdom saving throw or be cursed for the duration. Until the spell ends, the creature takes Psychic damage equal to 1d8 + your spellcasting ability modifier whenever it attacks or casts a spell. The target only takes this damage once per turn. The spell ends early if the target doesn’t attack or cast a spell on its turn.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.
Curse of Blades
Level 3 Enchantment (Bard, Necromancer, Warlock, Witch, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Unholy bands of black energy tie a creature you can see within range to its weapon. The target must succeed on a Wisdom saving throw or become cursed for the duration. The target can’t willingly drop or stow a Melee weapon it is holding. Additionally, whenever the target makes an attack on its turn, it makes an additional melee attack against itself, targeting its own AC and dealing damage as normal on a hit. If the target has multiple ways to make a melee attack, you choose which attack it uses.
Curse Ward
Level 2 Abjuration (Cleric, Investigator, Martyr, Paladin, Warlock, Witch, Wizard)
Casting Time: Action
Range: Touch
Components: V, S
Duration: 1 hour
You reach out your hand and touch a willing creature, raising a smoke-like barrier around it. For the duration, the target has Resistance to Necrotic damage and can’t be cursed or possessed. Additionally, its Hit Point maximum can’t be reduced. If the target is already under one of these effects, the effect is suppressed until the spell ends.
Elemental Curse
Level 6 Evocation (Witch)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
A spark leaps from your finger to a creature you touch, spreading in bright cracks across its skin. The target must succeed on a Constitution saving throw or be cursed for the duration. The target has Vulnerability to your choice of Acid, Cold, Fire, Lightning, or Thunder damage. If the creature has Resistance to the chosen damage type, it instead only loses that Resistance. If the target has Immunity to the chosen damage type, it is treated as having only Resistance to that damage.
Flawed Reconstruction
Level 1 Transmutation (Necromancer, Warlock, Witch, Wizard)
Casting Time: Action
Range: Touch
Components: V, S, M (a needle and thread)
Duration: Instantaneous
You stitch together the wounds of a creature you touch, which regains 3d6 Hit Points. However, the mending is imperfect, and the target’s Hit Point maximum is reduced by 1d6, to a minimum of 1.
Using a Higher-Level Spell Slot. The healing increases by 2d6 and the reduction increases by 1d6 for each spell slot level above 1.
Frenzy
Level 6 Enchantment (Bard, Necromancer, Witch, Wizard)
Casting Time: Action
Range: 120 feet
Components: V, S, M (a drop of fresh blood)
Duration: Concentration, up to 1 minute
With a gesture, you reduce a crowd to base instinct and violence. Each creature in a 20-foot-radius Sphere centered on a point you choose within range makes a Wisdom saving throw. On a failed save, a creature has the Frenzied condition for the duration.
A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attack if any creature provokes one.
The Frenzied condition ends after 1 minute, or when the spell ends. At the end of its turn, an affected creature can repeat its saving throw, ending the effect on itself early on a success.
Gahoul’s Scapegoat
Level 4 Abjuration (Necromancer, Witch)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (black chalk, paint, or oil)
Duration: 8 hours
You trace a complex arcane symbol on the flesh of a willing creature you touch, marking it for sacrifice. When you are hit by an attack roll during the spell’s duration and the marked creature is within 60 feet of yourself, you can take a Reaction to teleport, swapping places with the creature and forcing it to be hit by the attack instead of you. The spell then ends.
Hollowing Curse
Level 1 Necromancy (Necromancer, Sorcerer, Warlock, Witch, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
Tendrils of black mist extend from your fingertips, draining a target’s vitality. Choose a creature you can see within range to make a Dexterity saving throw. On a failed save, the target takes 2d6 Necrotic damage and is cursed for the duration. On a successful save, the target takes half as much damage and isn’t cursed.
On each of your subsequent turns, you can take a Magic action or Bonus Action to deal damage to the
cursed creature. The damage equals 2d6 Necrotic damage if you took the Magic action or half as much if you took a Bonus Action.
Using a Higher-Level Spell Slot. The damage increases by 2d6 for each spell slot level above 1.
Identity Curse
Level 9 Enchantment (Witch)
Casting Time: Action
Range: Touch
Components: V, S
Duration: Until dispelled
You touch a creature’s temple and attempt to erase its identity. One creature you touch makes a Wisdom saving throw. On a failed save, the target falls unconscious for 1 hour and becomes cursed for the duration to forget its identity. When the target awakens, it loses all its personal memories, though it retains its general knowledge, proficiencies, and other statistics. The target doesn’t realize it has any class features or magical abilities, and so doesn’t willingly make use of them unless it rediscovers them. If left to its own devices, the target will quickly adopt a new name and begin to build a new identity. When the spell ends, the target regains its past memories.
Intrusive Thought
Level 2 Enchantment (Bard, Sorcerer, Witch, Wizard)
Casting Time: Reaction, which you take when you see a creature within 60 feet of yourself making an attack
Range: 60 feet
Components: V, S
Duration: Instantaneous
You attempt to distort a creature’s thinking. The target must succeed on a Wisdom saving throw or automatically miss its attack.
Mandy’s Marvelous Dress
Level 4 Conjuration (Bard, Witch)
Casting Time: Action
Range: Touch
Components: V, S, M (a glass slipper worth 100+ GP)
Duration: Concentration, special
A willing creature you touch is instantly clothed in a fabulous ball gown, perfectly tailored and complete with a set of glittering jewelry. You can choose for the dress to sit atop the creature’s clothing or armor, or for it to magically replace its outfit. The creature can’t remove the dress until the spell ends; similarly, the jewelry vanishes if it is removed.
Elegant Flair. Until the spell ends, when the wearer makes a D20 Test using Charisma, it can replace the number it rolls with a 10.
Glamorous Ward. If the wearer of the dress is attacked by a creature that can see it, the attacker must succeed on a Wisdom saving throw or miss with the attack. On a success, the attacker is immune to this effect until the spell ends.
Duration. This spell’s duration varies depending upon when and where it was cast. If cast in a location where time passes normally, the spell lasts until the twelfth stroke of the next midnight, however long that may be. Elsewhere, the spell lasts for 24 hours. When the spell ends, the dress vanishes in a puff of sparkles, and the creature becomes clothed in its original outfit.
Pharaoh’s Curse
Level 5 Necromancy (Necromancer, Witch)
Casting Time: Action
Range: 10 feet
Components: V, S
Duration: Until dispelled
Opening your palm, you release a puff of dust containing the pestilence of mummy rot. One creature you choose within range makes a Constitution saving throw. On a failed save, the target is cursed with mummy rot for the duration. The target can’t regain Hit Points, and its Hit Point maximum decreases by 3d6 for every 24 hours that elapse. If the curse reduces the target’s Hit Point maximum to 0, the target dies, and its body turns to dust. The spell ends early if the target is cured of mummy rot.
Protect Threshold
Level 2 Abjuration (Investigator, Necromancer, Sorcerer, Witch, Wizard)
Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (an ounce of salt for each foot of the warded portal’s perimeter)
Duration: 10 minutes
Tracing arcane sigils along its boundary, you can ward a doorway, window, or other portal from entry. For the duration, an invisible eldritch creature stalks the warded portal. Any creature that attempts to pass through the portal makes a Wisdom saving throw or take 4d6 Psychic damage, or half as much on a successful save.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Psychedelics
Level 1 Illusion (Bard, Druid, Ranger, Witch)
Casting Time: Action
Range: Self
Components: V, S, M (a mushroom)
Duration: 1 round
For a moment, the colors in a 20-foot Emanation originating from you around you shift in a rainbow swirl. Each creature you choose within the Emanation has Disadvantage on the next attack roll it makes against you until the spell ends at the end of your next turn.
Additionally, the colors of objects you choose within range change randomly and remain brightly and unnaturally colored for 1 hour.
Ruby-Eye Curse
Level 3 Necromancy (Necromancer, Witch)
Casting Time: Action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 10 minutes
A red haze clouds the eyes of a creature that meets your gaze. One creature you choose within range makes a Constitution saving throw. On a failed save, the creature is cursed for the duration. The target can see normally out to a range of 5 feet, but has the Blinded condition beyond this radius.
Get more Witch spells in the Complete Witch
Or discover other innovative subclasses in Valda’s Spire of Secrets!
-
Complete Witch (PDF)
$10.00 -
Valda’s Hardcover + VTT Bundle
$90.00 -
Valda’s Spire of Secrets (PDF)
$30.00