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Witch Spells

Witch Spells

Witch Spell List

Witches can learn spells from the following list when they gain certain levels in their class.


Cantrips (0 Level)

Acid Burst*

Aqua Blast*

Blood Sample*

Chill Touch

Dancing Lights

Frigid Snap*

Enchanted Spark*

Ethereal Disposition*

Glass Shield*

Mage Hand

Message

Minor Illusion

Not the Bees!

Prestidigitation

Resistance

Shocking Grasp

Spare the Dying

Summon Critter*

True Strike

Void Touch*

Voidlens*


1st Level

Alarm

Animal Friendship

Bane

Charm Person

Command

Comprehend Languages

Cure Wounds

Creator or Destroy Water

Detect Magic

Find Familiar

Longstrider

Hideous Laughter

Hellish Rebuke

Inflict Wounds

Mage Armor

Protection from Evil and Good

Reverse Fortunes*

Shield

Sleep

Speak with Animals

Thunderwave

Traumatic Blast*

Witch’s Hex*


2nd Level

Aid

Alter Self

Blindness/Deafness

Calm Emotions

Continual Flame

Darkness

Detect Thoughts

Find

Gentle Repose

Hold Person

Invisibility

Levitate

Locate Object

Magic Weapon

Misty Step

Pass Without Trace

Protection from Planar Energy*

Ray of Enfeeblement

See Invisibility

Shatter

Silence

Spider Climb

Suggestion


3rd Level

Bestow Curse

Clairvoyance

Counterspell

Dispel Magic

Echolocation*

Fear

Fly

Hypnotic Pattern

Insight Strike*

Magic Circle

Major Image

Phantom Steed

Remove Curse

Sending

Slow

Speak with Dead

Stinking Cloud

Tiny Hut

Tongues

Water Breathing


4th Level

Banishment

Black Tentacles

Compulsion

Confusion

Conjure Minor Elementals

Dimension Door

Dominate Beast

Greater Invisibility

Hallucinatory Terrain

Locate Creature

Phantasmal Killer

Private Sanctum

Secret Chest


5th Level

Awaken

Cone of Cold

Dispel Evil and Good

Dominate Person

Dream

Geas

Hold Monster

Insect Plague

Planar Binding

Reincarnate

Scrying

Seeming

Static Cloud*

Teleportation Circle


6th Level

Conjure Fey

Eyebite

Flesh to Stone

Forbiddence

Harm

Hero’s Feast

Mass Suggestion

True Seeing

Wall of Thorns


7th Level

Etherealness

Mirage Arcane

Project Image

Plane Shift

Sequester

Simulacrum

Symbol

Teleport


8th Level

Antipathy/Sympathy

Clone

Dominate Monster

Earthquake

Feeblemind

Glibness

Mind Blank

Power Word Stun


9th Level

Astral Projection

Foresight

Imprisonment

Meteor Swarm

Time Stop

Weird

*These are new spells that can be found in the “Spell Description” section.


Spell Descriptions

The spells are presented in alphabetical order.


Acid Burst

Cantrip evocation

Casting Time: 1 action

Range: Self (5-foot sphere)

Components: V, S

Duration: Instantaneous

You create an acidic blast emanating from yourself. All creatures in range must succeed a Dexterity saving throw or take 1d4 acid damage and be covered in a small amount of acidic ichor until the end of their next turn. Unless the target, or another creature within 5 feet of it, uses an action to clean themselves of the acid, the creature takes an additional 1d4 acid damage at the end of their next turn.

The initial damage and additional acid damage at the end of the creature's turn increases by 1d4 when you reach 5th level (2d4, 2d4), 11th level (3d4, 3d4), and 17th level (4d4, 4d4).


Aqua Blast

Cantrip evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You create a powerful blast of water at a target you can see within range. On a hit, the target takes 1d8 bludgeoning damage and is pushed 10 feet away from you.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Blood Sample

Cantrip necromancy

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small needle)

Duration: Instantaneous

You touch a willing creature or humanoid corpse within range. The creature or corpse takes 1 point of piercing damage, and up to 4 ounces of blood are drawn from the creature if it has any. If you have a vial or other open container within 5 feet of you or the target, you can instantly transfer the blood into the open container. Otherwise, the blood falls to the ground in a pattern you wish in a 5 foot square within range.


Once a living creature has taken this damage three times during a long rest, they can no longer have blood drawn until they finish a long rest. A corpse can only have blood drawn from it once.


Echolocation

3rd-level transmutation

Casting Time: 1 action

Range: Self

Components: V, S, M (a mummified bat head or a dolphin tooth)

Duration: Concentration, 1 hour

You touch a willing creature within range and gift it with incredible hearing and the ability to echolocate, at the cost of its sight. For the duration, the creature has blindsight out to a range of 120 feet and are blind beyond this range. In addition, the creature gains advantage on Wisdom (Perception) checks that rely on hearing.

If the creature is deafened, they lose the benefits of this spell and are considered blinded until they are no longer deafened.


Enchanted Spark

Cantrip evocation

Casting Time: 1 action

Range: 60 feet

Components: V, S

Duration: Instantaneous

You conjure a small spark in your hand and launch it towards a target within range. The target must make a Dexterity saving throw or take 1d10 lightning damage.

The spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).


Ethereal Disposition

Cantrip illusion

Casting Time: 1 action

Range: Self

Components: V, S

Duration: Concentration, 1 minute

You project an illusory presence around you, making it harder for creatures to focus on you. For the duration you have advantage on Dexterity (Acrobatics) and Strength (Athletics) checks to avoid a grapple by nonmagical restraints.


Frigid Snap

Cantrip evocation

Casting Time: 1 action

Range: Self (5-foot sphere)

Components: V, S

Duration: Instantaneous

You unleash a wave of frigid air, causing ice crystals to form on creatures within range. Each creature other than you within 5 feet of you must make a Constitution saving throw or have their walking, swimming, and climbing speed reduced to 0 until the end of their next turn.


Glass Shield

Cantrip evocation

Casting Time: 1 reaction (when you are targeted by an attack but before the roll is made)

Range: Self

Components: V, S, M (a small piece of glass)

Duration: 1 round

You summon a magical shield, granting you a bonus to your AC equal to your proficiency bonus. If an attack hits you, the shield is broken. The shield remains until the start of your next turn, or until you are hit by an attack. Once the shield breaks, you take 1d4 force damage.

This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).


Not the Bees!

Cantrip conjuration

Casting Time: 1 action

Range: 10 feet

Components: V, S, M (a dead bee or wasp)

Duration: Instantaneous

You open your mouth or extend your hand towards a creature within range. An angry group of bees emerges and swarms toward them, and the creature must succeed on a Constitution saving throw or take 1d12 piercing damage.

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).


Protection from Planar Energy

2nd-level abjuration

Casting Time: 1 reaction (which you take when you take radiant or necrotic damage)

Range: Self

Components: S

Duration: 1 round

The spell captures some of the incoming planar energy, lessening its effects on you. You have resistance to the triggering damage type until the start of your next turn. Also, you gain advantage on saving throws you make this turn against any additional effects caused by the triggering damage.


Static Cloud

5th-level evocation

Casting Time: 1 action

Range: 120 feet (20-foot sphere)

Components: V, S

Duration: 1 minute (Concentration)

You create a 20-foot-radius sphere of lightning-infused fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. While the cloud persists, creatures that start their turn in the cloud's area or enter the cloud's area for the first time on a turn take 3d10 lightning damage and must make a Constitution saving throw. On a failure, the creature's movement speed is halved. A creature that ends its turn in the cloud must also make this saving throw. On a failure, the creature is stunned until the start of its next turn.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius of the fog increases by 20 feet and the damage increases by 2d10 for every two spell slots level above 5th.


Summon Critter

Cantrip conjuration

Casting Time: 1 action

Range: Touch

Components: V, S, M (a hat, cloak, or bag worth at least 1cp)

Duration: 1 minute

You summon a tiny beast such as a rat, cat, or crab from the material used in the casting of this spell. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 minute or when it drops to 0 hit points.

You can have no more than one critter summoned at any time. If you summon another critter, the most recently summoned critter disappears.


Traumatic Blast

1st-level evocation

Casting Time: 1 action

Range: Touch

Components: V, S, M (a small charm from your past)

Duration: Instantaneous

You summon a traumatic experiences from your past and hurl it at an enemy within range. You choose acid, cold, fire, lightning, poison, or psychic for the type of damage your traumatic experience takes. The creature must succeed a Dexterity saving throw or take 4d6 damage on a failed save or half as much on a successful one. If you roll an 6 on any damage dice, you can roll an additional d6 and add its damage to the total, rolling again if this die is also an 6, and so on.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.


Void Touch

Cantrip necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: Instantaneous

Make a melee spell attack against a creature within range. On a hit, the creature takes 1d6 psychic damage and suffers a penalty to its next attack roll or saving throw equal to the number on the d6.

The spell's damage increases by 1d4 when you reach 5th level (1d6 and 1d4), 11th level (1d6 and 2d4), and 17th level (1d6 and 3d4).


Voidlens

Cantrip evocation

Casting Time: 1 Action

Range: 60 ft.

Components: V, S

Duration: Instantaneous

You force a creature to have visions of the plane of Void, a far flung apocalyptic future, or another horrifying vision. Choose one creature you can see to make a Wisdom saving throw. On a failed save, the target takes 1d8 psychic damage. If you roll an 8 on any damage die, you can roll an additional d8 and add its damage to the total, rolling again if this die is also an 8, and so on. You can roll a total number of damage dice for this cantrip equal to twice the number of damage dice you initially rolled.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).


Witch’s Hex

1st-level necromancy

Casting Time: 1 action

Range: Touch

Components: V, S

Duration: 1 minute (concentration)

You harness the power of ancient witches to place a mystical curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on the first saving throw it makes using that ability while you are concentrating on this spell. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


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