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Witchwarper

Most believe that reality is limited to one’s physical surroundings—a megacity’s metal spires and neon-lighted screens, or an alien world’s steaming jungles and acidic oceans—but you are far wiser. You know that everything around you is merely a single veil draped upon existence’s infinite tapestry. Your reality is a palimpsest of all possible worlds, and all alternate existences are at your disposal.

You can peer into these realities and use your magic and force of personality to pull from them as you see fit, affecting the world around you to benefit you and your allies. You can manipulate the earth below and the sky above, impose impossible-to-foresee adversity upon your enemies, and generally bend the nature of reality to conform to your whims and desires.

Hit Points: 5

Stamina Points: 5 + Constitution modifier

Key Ability Score: Your Charisma score determines your spellcasting ability, the saving throw DCs of your spells, and the number of bonus spells you can cast per day, so Charisma is your key ability score. Also, a high Dexterity score can help you fire your weapons more accurately and dodge incoming attacks.

Class Skills: Acrobatics ( Dex), Bluff ( Cha), Culture ( Int), Diplomacy ( Cha), Intimidate ( Cha), Mysticism ( Wis), Physical Science ( Int), Profession ( Cha, Int, or Wis)

Skill Ranks per Level: 4 + Intelligence modifier

Proficiencies Armor-light; Weapons-basic melee weapons, grenades, small arms

Table: Vanguard
Class Level Base Attack Bonus Fort Save Bonus Ref Save Bonus Will Save Bonus Class Features Spells Per Day (By Spell Level)
1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +0 Infinite worlds 2/day 2
2nd +1 +0 +3 +0 Paradigm shift 2
3rd +2 +1 +3 +1 Compound sight +1, spell penetration, weapon specialization 3
4th +3 +1 +4 +1 Infinite worlds 3/day 3 2
5th +3 +1 +4 +1 Paradigm shift 4 2
6th +4 +2 +5 +2 Alternate outcome 1/day, compound sight +2 4 3
7th +5 +2 +5 +2 Infinite worlds 4/day 4 3 2
8th +6 +2 +6 +2 Paradigm shift 4 4 2
9th +6 +3 +6 +3 Compound sight +3 (two skills) 5 4 3
10th +7 +3 +7 +3 Infinite worlds 5/day 5 4 3 2
11th +8 +3 +7 +3 Paradigm shift 5 4 4 2
12th +9 +4 +8 +4 Alternate outcome 2/day, compound sight +4 5 5 4 3
13th +9 +4 +8 +4 Infinite worlds 6/day 5 5 4 3 2
14th +10 +4 +9 +4 Paradigm shift 5 5 4 4 2
15th +11 +5 +9 +5 Compound sight +5 5 5 5 4 3
16th +12 +5 +10 +5 Infinite worlds 7/day 5 5 5 4 3 2
17th +12 +5 +10 +5 Paradigm shift 5 5 5 4 4 2
18th +13 +6 +11 +6 Alternate outcome 3/day, compound sight +6 5 5 5 5 4 3
19th +14 +6 +11 +6 Infinite worlds 8/day, unfold existences 5 5 5 5 5 4
20th +15 +6 +12 +6 Paradigm shift, reality stutter 5 5 5 5 5 5

Class Features

Spellcasting

You cast spells drawn from the witchwarper spell list (see page 24). To learn or cast a spell, you must have a Charisma score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against your spell is 10 + the spell’s level + your Charisma modifier.

You can cast only a certain number of spells of each spell level per day. Your number of spells per day is given on Table: Witchwarper. In addition, you receive bonus spells per day if you have a Charisma modifier of +1 or higher, as shown on Table 1–5: Witchwarper Bonus Spells—note that you receive these bonus spells only once you can cast spells of that level normally. You can also cast 0-level spells. These spells are cast like any other spell, but there is no limit to how many 0-level spells you can cast each day.

Your selection of spells is limited. You begin play knowing four 0-level spells and two 1st-level spells of your choice. At each new witchwarper level, you learn one or more new spells, as indicated on Table 1–6: Witchwarper Spells Known. Unlike your spells per day, the number of spells you know isn’t affected by your Charisma modifier.

Every time you gain a new level, you can swap out one spell you already know and learn a single new spell of the same level in its place. In effect, you lose the old spell in exchange for the new one. You must choose whether or not to swap a spell at the same time you gain new spells known for the level.

You can cast any witchwarper spell you know at any time, assuming you have not yet used up your allotment of spells per day for the spell’s level. You can also cast a spell using a higher-level spell slot. For instance, if you want to cast a 1st-level spell but have used up all your 1st-level spells for the day, you can use a spell from a 2nd-level slot instead if you have one.

You can also decipher magical inscriptions that would otherwise be unintelligible or, as a full action, identify any spells encoded in a spell gem. This does not normally invoke the magic contained within, although it may do so in the case of a cursed or trapped spell gem.

Table: Witchwarper Bonus Spells
Cha Score Bonus Spells Per Day (By Spell Level)
0 1st 2nd 3rd 4th 5th 6th
1–11
12–13 1
14–15 1 1
16–17 1 1 1
18–19 1 1 1 1
20–21 2 1 1 1 1
22–23 2 2 1 1 1 1
24–25 2 2 2 1 1 1
26–27 2 2 2 2 1 1
28–29 3 2 2 2 2 1
30–31 3 3 2 2 2 2
Table: Witchwarper Spells Known
Class Level Spells Known (By Spell Level)
0 1st 2nd 3rd 4th 5th 6th
1st 4 2
2nd 5 3
3rd 6 4
4th 6 4 2
5th 6 4 3
6th 6 4 4
7th 6 5 4 2
8th 6 5 4 3
9th 6 5 4 4
10th 6 5 5 4 2
11th 6 6 5 4 3
12th 6 6 5 4 4
13th 6 6 5 5 4 2
14th 6 6 6 5 4 3
15th 6 6 6 5 4 4
16th 6 6 6 5 5 4 2
17th 6 6 6 6 5 4 3
18th 6 6 6 6 5 4 4
19th 6 6 6 6 5 5 4
20th 6 6 6 6 6 5 5

Infinite Worlds (Su) 1st Level

Twice per day as a standard action, you can call upon infinite other possibilities to temporarily impose an alternate reality within a 10-foot-radius sphere. You can target an area within medium range (100 feet + 10 feet per witchwarper level), and the effect lasts for a number of rounds equal to your witchwarper level. This affects creatures, objects, and other aspects of the environment only as explicitly indicated in this ability. As you grow in power, you unlock new ways to affect reality. Unless otherwise stated, when you use infinite worlds, you can apply any or all effects you know (for instance, at 4th level, you can change the energy type of a hazard while also making the area difficult terrain).

At 1st level, you can cause the affected area to become difficult terrain. This might mean that metal flooring becomes rickety and bowed, a jungle floor becomes sticky with mud, the air becomes filled with detritus, or the fabric of reality shifts in some other subtle way. When you create difficult terrain in this way, it is considered magically altered terrain for the purposes of other effects.

At 4th level, you gain another daily use of this ability. Additionally, if there is a permanent environmental hazard within the affected area that deals energy damage, you can change the type of energy damage that it deals (acid, cold, electricity, fire, or sonic). For example, you could temporarily change a pool of acid into a pool of freezing liquid that deals cold damage, or a volcanic caldera filled with lava into one filled with lightning bolts that deal electricity damage. If the hazard is the result of an item or a spell, you must succeed at a caster level check (DC = 10 + item level or caster level of the spell) or the hazard is not affected. If there are multiple permanent environmental hazards in the area, you can affect only one.

At 7th level, you gain another daily use of this ability. Additionally, you can create a raised or lowered 10-foot-square section of terrain within the area of this effect. The entire target area is raised or lowered by 10 feet. The surrounding area must naturally accommodate this raised or lowered terrain and any of its occupants. For example, you could not raise occupied terrain that’s underneath a 10-foot-tall ceiling. Further, this effect cannot bypass barriers or hazards that extend beyond the area of this effect; the barrier or hazard automatically expands to continue through the affected area. For example, if you create a depression under a wall, the wall would remain an unbroken barrier stretching across the depression. A Large or larger creature straddling the area’s edge can choose whether to remain on the normal terrain or move with the affected terrain. The sides of this platform or depression, if made of a solid material, require a successful DC 15 Athletics check to climb.

At 10th level, you gain another daily use of this ability, and the radius of the effect increases to 20 feet. Additionally, you can raise or lower the gravity, radiation, wind, or cold or heat dangers in the area by one step (for instance, from very hot conditions to normal temperature, from medium radiation to severe radiation, or from extreme gravity to high gravity; see Environmental Rules).

At 13th level, you gain another daily use of this ability. Additionally, you can cause the entire area to be treated as if it had thick, thin, normal, or no atmosphere.

At 16th level, you gain another daily use of this ability, and the radius of the effect increases to 30 feet. Additionally, on the first round of the effect’s duration, you can subject creatures in the area to the damage and effects of a single nonmagical grenade equal to your witchwarper level minus 6. The save DC of this effect is equal to 10 + 1/2 your witchwarper level + your Charisma modifier.

At 19th level, you gain another daily use of this ability. Additionally, you can raise or lower the gravity, radiation, wind, and cold or heat dangers in the area by one step each.

Paradigm Shift 2nd Level

You can use your commanding presence to rearrange the veils of reality, briefly revealing an alternate piece of existence or a powerful force from another world. Paradigm shifts represent your ability to pull pieces of alternate realities and briefly supplant them into your own, subtly—or radically—changing your surroundings for a time. You learn your first paradigm shift at 2nd level, and you learn an additional paradigm shift every 3 levels thereafter. Unless otherwise stated, the effects of a paradigm shift last for a number of rounds equal to your witchwarper level. If a paradigm shift allows a saving throw to resist its effects, the DC is equal to 10 + half your witchwarper level + your Charisma modifier.

Starting at 9th level, you have an improved ability to rearrange the veils of reality. Upon gaining a witchwarper level (including at 9th level), you can swap out one paradigm shift you know for a different paradigm shift of the same level.

The list of paradigm shifts appears below.

Compound Sight (Su) 3rd Level

You can sift through the many realities overlapping yours, gaining deeper understanding of a skill by seeing it attempted dozens of different ways.

When you gain this class feature at 3rd level, choose a skill. You gain a +1 insight bonus to checks using the chosen skill. This bonus increases by 1 at 6th level and every 3 levels thereafter. You can change the chosen skill every time you gain a witchwarper level.

At 9th level, you have become more adept at sifting through realities to better your skills. The insight bonus applies to checks with two skills of your choice, and you can change the chosen skills every time you gain a witchwarper level.

Spell Penetration 3rd Level

You gain Spell Penetration as a bonus feat.

Weapon Specialization (Ex) 3rd Level

You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with.

Alternate Outcome (Su) 6th Level

You can use your grasp of other realities to swap an outcome in your current existence with that of a more favorable reality. At 6th level, once per day, you can use this ability as a reaction to reroll an attack roll, saving throw, ability check, or skill check that you attempt. Alternatively, you can expend a use of this ability as a reaction to treat a critical hit against you or an ally within 100 feet as a normal hit instead.

At 12th level and again at 18th level, you gain one additional daily use of this ability.

Unfold Existences (Su) 19th Level

You have nearly unlimited insight into all possible worlds and can pluck power from them as you deem necessary. At 19th level, select five paradigms shifts that you don’t know but whose prerequisites you meet. These paradigm shifts must not require your level to be higher than 8th. A number of times per day equal to your Charisma modifier, you can use one of the paradigm shifts you selected.

Reality Stutter (Su) 20th Level

Your force of will can infuse reality itself, allowing you to change key aspects of existence around you with but a thought. You can spend 1 Resolve Point to use any paradigm shift that you know (this does not take an action, though you still must use it on your turn, unless the paradigm shift can be used as a reaction). If the paradigm shift requires a reaction, you still can’t use it unless the stated trigger has occurred, but using it does not expend your reaction for the round. If the paradigm shift requires you to spend Resolve Points to use it, you still must spend those Resolve Points, in addition to the one spent to use this ability. You can use reality stutter only once per turn. You can use the unfold existences ability in conjunction with reality stutter; doing so expends a daily use of unfold existences as normal.

Furthermore, once per week, you can cast warp reality (see page 27) as a spell-like ability.

Paradigm Shifts

You learn your first paradigm shift at 2nd level and an additional paradigm shift every 3 levels thereafter. Paradigm shifts require you to be a certain level to learn them and are organized accordingly. See above for more information about the paradigm shift class feature.

2nd Level

You must be 2nd level or higher to choose these paradigm shifts.

Disrupt Attack (Su)

As a reaction when you or an ally is targeted with an attack originating within 100 feet, you can impose a –2 penalty on the attack roll. If the attack is coming from a creature, that creature can attempt a Will saving throw to negate this effect. Once an attacker has been affected by this paradigm shift, it can’t be affected by it again for 24 hours. At 8th level, the penalty changes to –3, and at 14th level, the penalty changes to –4.

Disrupt Creature (Su)

As a standard action, you can target a creature within 100 feet and swap in alternate physiologies or circuitry in its body in this version of existence, imposing the shaken condition on it for a number of rounds equal to one-third your witchwarper level (minimum 1). The target creature can attempt a Will saving throw to negate this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.

Lessen Injury (Su)

As a reaction when you or an ally within 100 feet of you takes damage, you can spend 1 RP to change the amount of damage dealt to the lowest possible value. For example, if an attack would deal 2d6 points of damage, this paradigm shift would cause it to deal only 2 points of damage. This paradigm shift has no effect on attacks, hazards, or other harmful effects that deal flat amounts of damage, nor does it reduce the amount of damage from extra dice rolled as a result of critical hits, trick attacks, or similar bonus damage.

Overlapping Forms (Su)

As a standard action, you can overlay faint outlines of yourself from multiple alternate realities, giving yourself a +1 enhancement bonus to your AC. At 5th level, you can spend 1 RP to use this ability to instead give an ally you touch a +1 enhancement bonus to AC in this way. At 11th level and again at 17th level, this bonus to AC increases by 1.

Prevent Wounds (Su)

As a reaction when you or an ally within 100 feet takes any amount of Hit Point damage, you can spend 1 RP to prevent 1d4 points of that Hit Point damage for every 2 witchwarper levels you have.

Push Grenade (Su)

As a reaction when a grenade would explode within 100 feet, you can shift the grenade’s position by 5 feet before it detonates. At 8th level, you can shift the grenade’s detonation position by 10 feet. At 11th level, when the grenade explodes, allies within its area of effect gain a +2 insight bonus to their saving throws against the grenade’s effects.

Shift Resistance (Su)

As a standard action, you can change the type of a single energy resistance of a creature within 100 feet (from cold to fire, for example) for 1 round. The creature can attempt a Will saving throw to negate this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.

Shifting Step (Su)

As a move action, you can target a creature within 100 feet and shift that creature’s position by 5 feet. This movement does not provoke attacks of opportunity, and you can’t shift a creature in a way that would cause it to take damage or move into an inappropriate physical space. (For example, you could not shift a creature off a cliff, into a hazard, or through a wall.) The targeted creature can attempt a Will saving throw to avoid this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.

At 8th level, you can shift a creature’s position up to 10 feet. At 14th level, you can shift a creature’s position up to 15 feet.

Surefooted (Su)

As a standard action, you can touch a willing creature to exchange the terrain beneath its feet as it moves with that of another more stable reality, allowing the creature to ignore difficult terrain. In addition, for the duration, the creature gains a +4 circumstance bonus against trip combat maneuvers and can stand from prone as a swift action. At 8th level, the effects of this paradigm shift last for a number of minutes equal to your witchwarper level. Once a creature has been affected by this paradigm shift, it cannot benefit from it again until the next time you take a 10-minute rest to recover Stamina Points.

Thwart Ability (Su)

As a reaction when you or an ally within 100 feet is affected by a spell or ability that allows a saving throw and would deal Stamina Point, Hit Point, or ability damage, you can spend 1 Resolve Point to grant the target a new saving throw, with a +2 bonus to avoid or mitigate the effect’s damage and effects.

If the spell or ability does not normally allow a saving throw, this paradigm shift allows the target to attempt one anyway. In this case, the DC of the saving throw is equal to 10 + the level or CR of the source of the effect. Success halves the damage the effect deals but does not mitigate any additional effects.

5th Level

You must be 5th level or higher to choose these paradigm shifts.

Inhibit (Sp, Su)

As a standard action, you can prevent a creature within 100 feet from taking its best course of action by overwhelming it with visions of its failures in other realities. During the target’s next turn, it can’t take more than one move action, and it can’t take full actions. The target can attempt a Will saving throw to negate this effect. At 8th level, you can spend 1 RP to instead use this paradigm shift to cast slow, as the spell. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.

Optimize (Sp, Su)

You can show a creature a glimpse of the effects of its choices in other realities, allowing it to act more efficiently. As a standard action, you can touch a willing creature to increase all of its speeds by 10 feet. This is considered an enhancement bonus and is a haste effect. At 8th level, you can spend 1 RP to instead use this paradigm shift to cast haste, as the spell. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours.

Resist Elements (Su)

As a reaction when you or a creature within 100 feet would take energy damage from an attack, you can spend 1 RP to grant the target resistance 5 against that energy type (acid, cold, electricity, fire, or sonic). This resistance is applied before the damage from the triggering attack. At 8th level, the resistance granted increases to 10. At 11th level, the resistance granted increases to 15.

Shielding Shift (Su)

As a reaction when you or a creature next to you would take damage from an attack, you can spend 1 RP to change the type of damage that attack deals before the damage is resolved. If the attack deals kinetic damage, you can change it to a different type of kinetic damage (from bludgeoning to slashing, for example). If the attack deals energy damage, you can change it to a different type of energy damage (from electricity to acid, for example).

At 14th level, you can change an attack’s damage to any other damage type, regardless of whether the original was kinetic or energy damage.

Shifting Offensive (Su)

As a standard action, you can touch a weapon that deals damage and temporarily change its damage type. If the weapon deals kinetic damage, you can change it to only another type of kinetic damage; if it deals energy damage, you can change it to only another type of energy damage. This effect lasts until the end of your next turn.

At 11th level, you can spend 1 RP to instead use this paradigm shift to cause a touched weapon to deal any type of kinetic or energy damage, regardless of its normal damage type. (For example, you could cause the damage a zero rifle deals to be piercing instead of cold.) This ability never causes a weapon to target a different Armor Class.

8th Level

You must be 8th level or higher to choose these paradigm shifts.

Flash Teleport (Su)

As a move action, you can spend 1 RP to teleport up to 30 feet. You must have line of sight to your destination. This movement doesn’t provoke attacks of opportunity.

Hobble Creature (Su)

As a standard action, you can target a creature within 100 feet and impose the staggered condition on it. The target creature can attempt a Will saving throw to avoid this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours. You must know the disrupt creature paradigm shift to learn this paradigm shift.

Magic Sponge (Su)

As a reaction when you are targeted by a spell, you can gain spell resistance equal to 12 + your witchwarper level until the end of your next turn. If you spend 1 RP, you can instead target one willing creature within 100 feet with this effect as a reaction when the creature is targeted by a spell.

Resize Creature (Su)

As a standard action, you can touch a creature and change its size from Small to Medium, Medium to Large, or Large to Medium. When changing a creature’s size from Medium to Large, there must be sufficient empty space for it to occupy. When changing a creature’s size from Large to Medium, the creature can occupy any one of its former four squares. If the touched creature is unwilling, it can attempt a Will saving throw to negate this paradigm shift’s effects. A creature has the shaken condition for the duration of this effect, and a creature can be affected by this paradigm shift only once per day.

At 14th level, you can also change a creature’s size from Tiny to Small or Huge to Large.

11th Level

You must be 11th level or higher to choose these paradigm shifts.

Bend Terrain (Su)

When you use your infinite worlds class feature, you can target a 10-foot-radius area within the effect and bend its shape on a whim. When you do, creatures in that area must succeed at a Reflex saving throw or fall prone and take 4d8 bludgeoning damage. Flying creatures affected by this ability fall only until they reach the edge of this area or a solid surface.

Dart Aside (Su)

As a reaction when you are hit by an attack but before the attack’s damage is resolved, you can spend 2 RP to teleport up to 10 feet away. This movement does not provoke attacks of opportunity. If your new location would cause you to be an invalid target for the triggering attack (for example, because you are out of range of a melee attack), the attack is treated as a miss.

Shaped Infinities (Su)

When you use your infinite worlds class feature, you can exclude up to one 5-foot square per witchwarper level from the effect’s area.

Substitute Mind (Su)

You can free a creature from the mental control or conditions that hamper it in this reality but not in others. Once per day as a standard action, you can spend 1 RP and touch a willing creature. When you do, the affected part of its mind is replaced with a nearly exact duplicate from an alternate reality, ending all mind-affecting effects affecting the target and ending all conditions removed by greater remove condition that were imposed on the creature by mind-affecting effects. The subject is stunned until the end of its next turn.

You can attempt to use this ability on an ally who is unwilling due to the influence of a mind-affecting effect. In this case, the ally can attempt a new saving throw against the effect at the same DC. If they succeed, the ally can allow their mind to be substituted, but if they fail, you waste the spent RP and action. This does not grant a new saving throw if the effect did not originally allow one.

At 14th level, you can use this ability on yourself, even if you’re otherwise unable to take actions because of a mind-affecting effect. If you do, it must be the first thing you do on your turn, and you are stunned until the end of your next turn.

14th Level

You must be 14th level or higher to choose these paradigm shifts.

Consuming Narrative (Su)

As a full action, you cause an enemy creature within 100 feet to become trapped in its own mind, where it experiences an accelerated alternate existence, from birth to (imagined) death. This ability has a duration of concentration, during which the creature can take no actions. The effect ends if the creature takes damage from any source. When the effect ends, the creature falls prone. A creature can be affected by this paradigm shift only once every 24 hours. This is a mind-affecting effect.

Shifting Immunity (Su)

As a reaction when a creature with immunity to a type of energy damage within 100 feet is hit with an attack that deals energy damage, you can change the creature’s immunity to another type of energy (acid, cold, electricity, fire, or sonic) before the damage to the creature is resolved. The effect of this paradigm shift lasts for 3 rounds. The creature can attempt a Will saving throw to negate this effect. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours. You must know the shift resistance paradigm shift to learn this paradigm shift.

Swapping Step (Su)

Once per round as a move action, you can switch the positions of two creatures within 100 feet. When you do, those creatures instantaneously swap places. This movement does not provoke attacks of opportunity, and you can’t swap creatures’ positions in a way that would cause either creature to take damage or be forced into an inappropriate physical space. (For example, you could not swap the positions of two creatures of different sizes if doing so would cause the larger creature to risk falling off a cliff or into a hazard, or cause one of the creatures to be placed within a solid object). Each targeted creature can attempt a Will saving throw to avoid this effect. If either creature’s saving throw is successful, this paradigm shift has no effect. Once a creature has had its position swapped by this paradigm shift, it cannot be affected by it again for 24 hours. You must know the shifting step paradigm shift to learn this paradigm shift.

Unveil Reality (Su)

As a standard action, you can target one creature within 100 feet and tear back the veils of all worlds, overwhelming the target with a bewildering phantasmagoria. This causes the creature to gain the stunned condition for 3 rounds unless it succeeds at a Will saving throw. Once a creature has been affected by this paradigm shift, it cannot be affected by it again for 24 hours. This is a mind-affecting effect.

Altered or Replaced Witchwarper Class Features

For any level at which an archetype provides an alternate class feature, a witchwarper who takes the archetype alters or replaces the listed class features.

2nd Level: You don’t gain the paradigm shift class feature at 2nd level. Instead, you gain it at 5th level.

4th Level: You don’t gain another daily use of the infinite worlds class feature, nor do you gain its additional 4th-level effect.

6th Level: You don’t gain the alternate outcome class feature at 6th level. Instead, you gain it at 12th level.

9th Level: Your compound sight class feature doesn’t apply to a second skill.

12th Level: If you have the alternate outcome class feature, you don’t gain an additional daily use. If you would gain the alternate outcome class feature at this level due to an archetype replacement, you gain it at 18th level instead.

18th Level: If you have the alternate outcome class feature, you don’t gain an additional daily use. If you would gain the alternate outcome class feature at this level due to an archetype replacement, you don’t.

Witchwarper Spell List

Witchwarpers can learn the following spells. A superscript “R” (R) appearing at the end of spell’s name in the spell lists denotes a spell that requires an expenditure of Resolve Points to cast.

0-Level

Charming Veneer: Give a creature a bonus to Charisma-based checks, and speed its gathering of information.

Dancing Lights: Create and direct up to four lights.

Daze: Humanoid creature of CR 3 or lower is dazed.

Detect Magic: Detect spells and magic items within 60 feet.

Energy Ray: Ray deals 1d3 acid, cold, electricity, or fire damage.

Fatigue: Touched creature is fatigued.

Ghost Sound: Create minor illusory sounds.

Grave Words: Force a corpse to babble.

Mending: Restore 1d4 Hit Points to an object or construct.

Psychokinetic Hand: Telekinetically move an object of 1 bulk or less.

Token Spell: Perform simple magical effects.

1st-Level

Baleful Polymorph: Shrink a creature and impose penalties.

Charm Person: Make one humanoid creature believe that it is your ally.

Comprehend Languages: You understand all spoken, signed, and written or tactile languages.

Confusion, Lesser: One living creature is confused for 1 round.

Detect Thoughts: “Listen” to surface thoughts.

Disguise Self: Change your appearance.

Erase: Remove writings of either magical or mundane nature.

Fear: Frighten a single living creature that’s of CR 4 or lower for 1d4 rounds.

Flight: One creature or object per level falls slowly.

Grease: Make a 10-ft. square or one object slippery.

Hold Portal: Hold a door shut.

Identify: Gain +10 bonus to identify items of a magic or technological nature.

Jolting Surge: Touch deals 4d6 electricity damage.

Life Bubble: Encase targeted creatures with a shell of tolerable atmosphere.

Overheat: Deal 2d8 fire damage to creatures in cone.

Polymorph: Transform a willing creature’s form.

Remove Condition, Lesser: Remove one minor harmful condition affecting a creature.

Shifting Surge: A creature or weapon deals a different type of energy damage as well as extra damage.

Summon Creature: Gain the assistance of an extraplanar ally.

Wisp Ally: Create wisp of energy that shines light and distracts an enemy.

2nd-Level

Augury R: Learn whether an action will be good or bad.

Baleful Polymorph: Significantly shrink a creature and impose penalties.

Caustic Conversion: Fling magical nanites as a ranged attack that deals 4d4 acid damage to one target, plus 5 additional damage in subsequent rounds.

Daze Monster: Target living creature of CR 5 or lower is dazed.

Fear: Frighten multiple creatures of CR 4 or lower for 1 minute.

Flight: Target moves up and down at your direction.

Fog Cloud: Create a fog that obscures vision.

Force Blast: Cone deals 2d6 force damage and bull rushes creatures.

Hold Person: Paralyze one humanoid.

Invisibility: Target is invisible for 1 minute per level or until it attacks.

Knock: Opens a locked or magically sealed door.

Make Whole: Restore 5d6 Hit Points to an object or construct.

Mirror Image: Create decoy duplicates of yourself.

Parallel Form: Disguise creatures’ forms and equipment, and give targets a bonus to Bluff checks to impersonate individuals.

Polymorph: Transform a willing creature’s form.

Remove Condition: Remove one moderate harmful condition affecting a creature.

See Invisibility: See invisible creatures or objects.

Status: Monitor condition and position of allies.

Summon Creature: Gain the assistance of up to three extraplanar allies.

3rd-Level

Arcane Sight: Magical sources become visible to you.

Baleful Polymorph: Significantly shrink a creature and impose increasing penalties, possibly permanently.

Charm Monster: Make one creature believe it is your ally for one day per level.

Clairaudience/Clairvoyance: Hear or see at a distance for 1 minute per level.

Dispel Magic: Cancel one magical spell or effect.

Displacement: Attacks miss target 50% of the time.

Entropic Grasp: Touch decays a construct or nonmagical manufactured item once per round per level.

Explosive Blast: Deal 9d6 fire damage to creatures in a 20-foot radius.

Fear: Targets of CR 8 or lower within a cone are panicked for 1 minute.

Flight: Target flies at a speed of 60 feet.

Haste: One creature per level moves and acts faster.

Nondetection R: Hide target from divination and surveillance.

Polymorph: Transform a willing creature’s form.

Probability Prediction: Reroll one attack roll, save, or check.

Ray of Exhaustion: Ray makes target exhausted.

Remove Affliction: Neutralize curses, diseases, infestations, poisons, and other harmful conditions affecting a creature.

Resistant Armor, Lesser: Grant DR 5/— or energy resistance 5 against two energy types.

Slow: One creature per level moves and acts slower.

Speak with Dead: Corpse answers up to six questions.

Suggestion: Compel a target to follow stated course of action.

Summon Creature: Gain the assistance of up to three extraplanar allies.

Tongues: Target can speak and understand any language.

4th-Level

Baleful Polymorph: Significantly shrink a creature and impose increasing penalties, possibly permanently.

Baleful Polymorph, Mass: Cause up to four creatures to suffer the effects of a 1st-level baleful polymorph.

Confusion: Targets behave randomly for 1 round per level.

Control Atmosphere PW: Alter the corrosiveness, density, or toxicity of the atmosphere in a 30-foot radius.

Cosmic Eddy: Whirlwind deals 4d6 damage and knocks creatures prone.

Creation: Create one object made of vegetable matter.

Dimension Door: Teleport a short distance.

Dismissal: Force a creature to return to its native plane.

Fear: All targets within a cone are panicked for 1 minute.

Flight: Target flies at a speed of 70 feet.

Hold Monster: Paralyze one creature.

Invisibility, Greater: Target is invisible for 1 round per level, even if it attacks.

Planar Binding: Trap an extraplanar creature of CR 4 or lower until it performs a task.

Polymorph: Transform a willing creature’s form.

Polymorph, Mass: Transform up to four willing creatures’ forms as 1st-level polymorph.

Reincarnate: Bring a target dead creature back to life in a random body.

Remove Radioactivity: Remove ongoing radiation effects from a creature or object.

Resilient Sphere: Force globe protects but traps one target.

Resistant Armor: Grant DR 10/— or energy resistance 10 to three energy types.

Summon Creature: Gain the assistance of up to three extraplanar allies.

Wall of Fire: Blazing curtain deals 2d6 fire damage out to 10 feet and 1d6 fire damage out to 20 feet; passing through the wall deals 5d6 fire damage.

5th-Level

Baleful Polymorph: Significantly shrink a creature and impose increasing penalties, possibly making these effects permanent or changing the creature into a Small animal.

Baleful Polymorph, Mass: Cause up to four creatures to suffer the effects of a 2nd-level baleful polymorph.

Break Enchantment: Free creatures from curses, enchantments, and transmutations.

Contact Other Plane: Ask questions of an extraplanar entity, with questionable results.

Creation: Create a single object made of vegetable or mineral matter.

Crush Skull: Deal 18d8 damage to living creature’s head.

Dismissal: Force extraplanar creatures whose total CR is no greater than your level + 2 to return to their native planes.

Dispel Magic, Greater: Cancel multiple spells or effects.

Flight: You can fly at a speed of 70 feet and can hustle over long distances.

Mislead: Make yourself invisible and create an illusory double of your likeness.

Modify Memory: Change 5 minutes of target’s memories.

Passwall: Create a passage through most walls.

Planar Binding: Trap an extraplanar creature of CR 7 or lower until it performs a task.

Polymorph: Transform a willing creature’s form.

Polymorph, Mass: Transform up to four willing creatures’ forms as 2nd-level polymorph.

Private Sanctum: Prevent anyone from viewing or scrying an area for 24 hours.

Raise Dead: Restore life to a creature that died no more than 1 day per level ago.

Rapid Repair: Construct or weapon regains 2d8 Hit Points per round for 1 minute.

Remove Condition, Greater: Remove all harmful conditions affecting a creature.

Resistant Aegis: Grant up to 10 creatures DR 5/— or energy resistance 5 to all energy types.

Summon Creature: Gain the assistance of up to three extraplanar allies.

Teleport: Instantly teleport as far as 2,000 miles.

Unwilling Guardian: Charm a target into protecting you during combat.

Wall of Force: Invisible wall is difficult to destroy.

6th-Level

Baleful Polymorph: Significantly shrink a creature and impose increasing penalties, possibly turning it into a Small animal permanently.

Baleful Polymorph, Mass: Cause up to four creatures to suffer the effects of a 3rd-level baleful polymorph.

Control Gravity: Alter gravity in an area.

Disintegrate: Ray reduces one creature or object to dust.

Enshrining Refuge: Targets can’t attack or be attacked, but can exist comfortably.

Ethereal Jaunt: You become ethereal for 1 round per level.

Flesh to Stone: Turn a creature into a statue.

Flight: Multiple targets can fly at a speed of 60 feet.

Interplanetary Teleport R: Teleport between planets.

Invisibility, Mass: Multiple targets are invisible for 1 minute per level or until one target attacks or moves away from other targets affected by spell.

Planar Barrier: Seal an area against all planar travel into or within it.

Planar Binding: Trap an extraplanar creature of CR 10 or lower until it performs a task.

Plane Shift: As many as eight creatures travel to another plane you choose.

Polymorph: Transform a willing creature’s form.

Polymorph, Mass: Transform up to four willing creatures’ forms as 3rd-level polymorph.

Resistant Armor, Greater: Grant DR 15/— or energy resistance 15 against four energy types.

Shadow Walk: Step into a shadowy realm to travel to a destination rapidly.

Subjective Reality: You convince yourself one creature or object is an illusion.

Summon Creature: Gain the assistance of up to three extraplanar allies.

Terraform R: Alter terrain and climate.

True Seeing: Target can see things as they really are.

Veil: Change appearance of a group of creatures.

Wall of Steel R: Wall has 45 Hit Points per inch of thickness and hardness 15.

New Witchwarper Spells

Since the following spells are specifically for the witchwarper, and are just for the playtest, they are being included on the witchwarper page and not inserted into the overall “spells” section of this site.

Charming Veneer

Class(es) and Level Witchwarper 0
School illusion
Casting Time 1 standard action
Range medium (100 ft. + 10 ft./level)
Targets 1 creature
Duration 10 minutes
Saving Throw none; Spell Resistance no

You pull gossamer threads from other, more genteel realities and wrap the target creatures in them, smoothing the edges of their mannerisms and accentuating their charms to make them more appealing to those around them. The target creatures gain a +1 circumstance bonus to Charisma checks and Charisma-based skill checks. Additionally, a creature under the effects of this spell can attempt a Diplomacy check to spend 10 minutes to gather information (rather than the normal 1d4 hours). Once any individual under the effects of a charming veneer spell you cast has succeeded at a Diplomacy check to spend just 10 minutes to gather information in a specific settlement or local region, no target of a charming veneer spell you cast can do so again for 24 hours.

Parallel Form

Class(es) and Level Witchwarper 2
School illusion
Casting Time 1 standard action
Range close (25 ft. + 5 ft./2 levels)
Targets up to one willing creature/level, no two of which can be more than 30 ft. apart
Duration 1 minute/level (D)
Saving Throw Will disbelief; Spell Resistance no

You carefully pluck details from alternate-reality versions of a target to weave a parallel form upon them, making them appear and seem to act entirely differently. You can affect the target as if they were under a disguise self spell, with you deciding the details when you cast this spell. Unlike disguise self, however, parallel form provides the mannerisms of the chosen form (though it does not confer additional abilities), and the perceived tactile and audible properties of the target’s equipment can seem different, although all of the target’s equipment must still be perceived as the same type. (For example, a melee weapon can be perceived as only another type of melee weapon.) If you cast this spell to cause the target to appear to be a specific individual, the target gains a +4 circumstance bonus to any Bluff checks related to claiming to be that individual. A creature that interacts with a target affected by this spell and succeeds at a Will saving throw recognizes the parallel form as an illusion.

Shifting Surge

Class(es) and Level Witchwarper 1
School transmutation
Casting Time 1 standard action
Range touch
Targets one willing creature or object
Duration instantaneous
Saving Throw none; Spell Resistance yes

You touch a willing creature and affect one of its weapons that deals energy damage. If the creature is capable of making attacks that deal energy damage without using a weapon, you can instead affect the creature and its weaponless energy attacks. You can change the type of energy damage dealt by the weapon or creature until the end of your next turn (to acid, cold, electricity, fire, or sonic). Whether or not you change the energy type, if the next energy attack made by the creature or weapon before the end of your next turn hits, the attack deals 2d6 additional energy damage if it targets only a single creature or object, or 1d6 additional energy damage if it affects an area or multiple targets.

Warp Reality

Class(es) and Level Witchwarper —
School universal
Casting Time 1 standard action
Range see text
Area, Effect, or Targets see text
Duration see text
Saving Throw see text; Spell Resistance see text

By simply beckoning to all possible realities at once, you can alter the world to better suit you. Even warp reality, however, has its limits. A warp reality spell can produce any one of the following effects.

  • Duplicate any witchwarper spell of 6th level or lower.
  • Duplicate any other spell of 5th level or lower.
  • Undo the harmful effects of certain spells, such as feeblemind.
  • Produce any effect whose power level is in line with the above effects.

At the GM’s discretion, you can use a warp reality spell to produce effects greater than these, but doing so may be dangerous or the spell may have only a partial effect.

A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are the same as for a 7th-level spell. For the purpose of other effects that depend on spell level, warp reality counts as a 9th-level spell.

Section 15: Copyright Notice

Starfinder Character Operations Manual Playtest © 2018, Paizo Inc.; Authors: Amanda Hamon Kunz, Jason Keeley, and Joe Pasini.