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 A cackling female witch, her white hair in a single waist-length braid, brandishes a gnarled wooden staff bedecked in leaves. Her patched purple and brown coat holds vials of potions and a beaded belt. A glowing ribbon of purple energy spills from her hand and surrounds her.

Get even more Witch spells in the Complete Witch!

Witch Spells

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
Color Spray Illusion
Curse Ward* Abjuration
Comprehend Languages Divination R
Detect Magic Enchantment C, R
Disguise Self Illusion
Dissonant Whispers Enchantment
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
Augury Divination R, M
Blindness/Deafness Transmutation
Calm Emotion Enchantment C
Curse of Blades* Enchantment C
Darkness Evocation C
Phantasmal Force Illusion C
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
Phantasmal Force Illusion C
Protect Threshold* Abjuration R
Ray of Enfeeblement Necromancy C
See Invisibility Divination
Shatter Evocation
Spider Climb Transmutation C
Suggestion Enchantment C

Level 3 Witch Spells

Spell School Special
Bestow Curse Necromancy C
Clairvoyance Divination C, M
Counterspell Abjuration
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
Charm Monster Enchantment
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
Awaken Transmutation M
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 plus your spellcasting ability modifier whenever it makes an attack roll 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 2 Enchantment (Bard, Necromancer, Witch, Wizard)

Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute

You attempt to drive a creature you can see within range to violence. The target must succeed on a Wisdom saving throw or be cursed and have 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.

At the end of its turn, an affected creature can repeat its saving throw, ending the spell early on a success.

Curse Ward

Level 1 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. 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 cursed 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 loses that Resistance. If the target has Immunity to the chosen damage type, it instead has Resistance to that damage type.

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 condition 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 vitality-draining mist extend from your fingertips. A creature you can see within range makes 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 only.

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 has the Unconscious condition for 1 hour and is cursed 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, feats, or magical abilities, and so doesn’t willingly use 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 with the triggering 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 must succeed on a Constitution saving throw or be cursed for the duration. While cursed, the target can’t regain Hit Points, its Hit Point maximum doesn’t return to normal when finishing a Long Rest, and its Hit Point maximum decreases by 3d6 every 24 hours that elapse. A creature dies and turns to dust if reduced to 0 Hit Points by this curse.

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 takes 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 shift in a rainbow swirl. Each creature you choose in 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. A creature you choose within range must succeed on a Constitution saving throw or be cursed for the duration. While cursed, the target can see normally out to a range of 5 feet, but has the Blinded condition beyond this range.


Get more Witch spells in the Complete Witch

Or discover other innovative subclasses in Valda’s Spire of Secrets!

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