| Level | PB | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Curses | Brews |
| --- | --- | --- | --- | --- | --- | --- | --- | --- |
| 1st | +2 | Spiritual Magic, Witches Familar | 3 | 2 | 1 | 1st | - | - |
| 2nd | +2 | Potion Lore | 3 | 3 | 2 | 1st | - | 2 |
| 3rd | +2 | Witch Coven | 3 | 4 | 2 |2nd | - | 2 |
| 4th | +2 | Ability Score Improvement | 4 | 5 | 2 |2nd | - | 2 |
| 5th | +3 | Baleful Curses | 4 | 6 | 2 | 3rd | 1 | 3 |
| 6th | +3 | Coven Feature | 4 | 7 | 2 |3rd | 2 | 3 |
| 7th | +3 | | 4 | 8 |2 | 4th | 2 | 3 | 3 |
| 8th | +3 | Ability Score Improvement | 4 | 9 | 2 | 4th | 3 | 3 |
| 9th | +4 | | 4 | 10 | 2 | 5th | 3 | 4 |
| 10th | +4 | Coven Feature | 5 | 10 |2 | 5th | 3 | 4 |
| 11th | +4 | Ancient Rites (6th level) | 5 | 11 | 3 | 5th | 4 | 5 |
| 12th | +4 | Ability Score Improvement | 5 | 11 | 3 |5th | 4 | 5 |
| 13th | +5 |Ancient Rites(7th Level) | 5 | 12 | 3 | 5th | 4 | 5 |
| 14th | +5 | Coven Feature | 5 | 12 |3 | 5th | 4 | 5 |
| 15th | +5 | Ancient Rites (8th Level) | 5 | 13 | 3 | 5th | 5 | 6 |
| 16th | +5 | Ability Score Improvement | 5 | 13 | 3 | 5th | 5 | 6 |
| 17th | +6 | Ancient Rites (9th Level) | 5 | 14 | 4 | 5th | 5 | 6 |
| 18th | +6 | | 5 | 14 | 4 | 5th | 5 | 6 |
| 19th | +6 | Ability Score Improvement | 5 | 15 | 4 | 5th | 5 | 6 |
| 20th | +6 |Coven Feature | 5 | 15 | 4 | 5th | 5 | 6 |
##### As a Witch, you gain the following class features.
##### Hit Points
**Hit Dice:** 1d8 per Witch level
**Hit Points at 1st Level:** 8 + your Constitution modifier
**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per Witch level after 1st
##### Proficiencies
**Armor:** Light armor
**Weapons:** Simple weapons
**Tools:** Herbalism Kit
**Saving Throws:** Wisdom, Charisma
**Skills:** Choose two from Arcana, Persuasion, History, Intimidation, Investigation, Nature, and Medicine
##### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- any simple weapon
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a explorer's Pack
- Leather armor
- a small Cauldron and Herbalism Kit
\pagebreak
### Spiritual Magic
Your knowlegde of Nature, Spirits and Potions has given you facility with spells.
##### Cantrips
You know two cantrips of your choice from the Witch Spelllist. You learn additional Witch cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Witch table.
##### Spell Slots
The Witch table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your Witch spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.
##### Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the Witch Spell list
The Spells Known column of the Witch table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new With spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the Witch spells you know and replace it with another spell from the witch spell list, which also must be of a level for which you have spell slots.
##### Spellcasting Ability
Wisdom is your spellcasting ability for your witch spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Witch spell you cast and when making an attack roll with one.
**Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
**Spell attack modifier** = your proficiency bonus + your Wisdom modifier
##### Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your Witch spells.
##### Ritual Casting
You can cast any Witch spell you know as a ritual if that spell has the ritual tag
\columnbreak
### Witches Familiar
At first level, you form a magical Bond with an Animal.
You learn the Find familiar Spell. The spell doesn't count against your number of spells known.
You cast it once per day as a ritual, without spending material components.
When you summon the familiar that way, it gains additional hitpoints equal to 3 times your level in this class
Your Coven may grant your familiar special abilities later on
### Potion Lore
Also at first level you studied the Herblore and Potion crafting of Witches.
You learn 2 Recepies for Witch brews. You learn additional Recipies as you level up, as detailed in the Witch Table.
You can spend 5 minutes with a Cauldron and your Herbalism Kit to create a magical Brew, whose recipe you know. These Brews keep their potency until you finish a long rest
You can create a number of these equal to your prof. Bonus and regain all uses when you finish a long rest.
### Witch Coven
You choose to follow the tradition of a Witch Coven at 3rd level. Your choice grants you additional features at 3rd, 6th, 10th, 14th and 20th
### Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
### Baleful Curses
Witches are universally and rightly feared for their curses.
At 5th level you learn to Curse your Enemies.
As a Bonus Action you can bestow a curse an enemy within 10 feet of you.
If nothing else is stated, these Curses last for one minute or until you loose concentration.
You learn 2 of these Curses, and learn additional Curses as you level up, as shown in the Witches Table.
You can curse an enemy twice and regain all expanded uses at a long rest.
### Ancient Rites
At 11th level, you learn the ancient secrets of Witches. Choose one 6th-level spell from the Witch spell list as this Rite.
You can cast your Ancient Rite spell once without expending a spell slot. You must finish a long rest before you can do so again.
At higher levels, you gain more Witch spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Ancient Rites when you finish a long rest.
\pagebreak
# Witch Covens
### Witches of the Cauldron
#### Masters of Potions
When you choose this Coven at 3rd level, you have studied the deeper secrets of Alchemie and herblore. Through this studies your learn two additional Potion recipes. You learn more additional recipes at 6th, 8th, 12th, 14th and 18th Level
In addition to this you can create additional Potent Brews equal to your wisdom modifier.
#### Coven Spells
When you gain this Subclass you learn the Cure Wounds and Caustic Brew Spells, as the secrets of your Coven are revealed to you. These Spells do not count against your Spells known. You learn additional Spells as you level up in this Class.
| Level | Spells |
|---|---|
| 3rd | Lesser Restoration,|
| 5nd | Revivify|
| 7th | Vitriolic Sphere |
| 9th |Mass Cure Wounds |
#### Catalytic Familiar
At 6th Level you learn how to use your Familiar to assist in you in crafting your Brews.
A creature that takes your Brews gains one of these effects , in addition to its regular effects.
- Fortifying
- a Creature gains 1D10 temporary hitpoints
- This increases to 2D10 when you reach 11th level
- Boosting
- a creatures movement speed increases by 5 feet until the end of their turn
- this increase to 10 feet when you reach 11th Level
- Toxic
- a creature takes an additional 1D8 damage
- this increases to 2D8 when you reach 11th level
#### Quick Brewing
At 10th Level your mastery of Potions allows you to quickly create new ones.
Whenever you finish a long rest, you can create a number of potent Brews, equal to your prof. bonus.
As a bonus action, you can turn one of these Potent Brews into a Potion you know.
These potions loose their potency after 1 minute.
\columnbreak
#### Potion delivery Service
At 14th Level your familiar has become the perfect vessel for your Magic.
As an Action, you can drink a potion and use your familiar to transfer its effect on another willing creature within 30 feet of yourself. Your familiar needs to touch the recipient to transfer the effect.
#### Perfect Brew
When you reach 20th Level in this Class you have perfected the art of Potion Brewing and channel this knowledge into a single, perfect brew.
You can spend 1 hour with your cauldron and herbalism Kit to create this Brew. You create enough of this for 8 creatures. A creature that consumes the Brew gains the following benefits for the next 12 hours
- Its hitpoint Maximum increases by 2D10
- It is immune against the frightened condition
- It gains resistance to necrotic damage
- It gains the benefits of two of your Brews of your choice.
\pagebreak
### Coven of the Spiteful
#### Coven Spells
When you gain this Subclass you learn the Bane and Ray of Sickness Spells, as the secrets of your Coven are revealed to you. These Spells do not count against your Spells known. You learn additional Spells as you level up in this Class.
| Class Level | Spell |
| --- | --- |
| 3rd | Ray of Enfeeblement |
| 5th | Bestow Curse |
| 7th | Blight |
| 9th | Insect Plague |
#### Cursebringer
At 3rd Level, when you choose this Coven, your familiar a vessel for your wrath and can Curse your enemies for you As a Bonus Action you can command your familiar to lay a debilitating Hex on someone within 10 feet of him.
The target must make a Charisma Saving throw against your spell save DC.
If it fails the saving throw it must detract 1D4 from the next attack roll, saving throw or ability check it makes.
You can use this ability a number of times equal to your prof. bonus and regain all expanded uses when you finish a long rest
When you reach 5th Level in this class, your curse can originate from your familiars space.
When you do so, your familiar can move up to his movement speed before or after you lay a curse on someone.
#### Master of Curses
At 6th level you learn the dark secrets of Curse Magic.
You learn 2 additional Curses and can curse an amount equal to 1 + your prof. Bonus instead of only twice.
You learn an additional Curse at 6th, 8th, 12th, 14th and 18th level
#### Child of Malice
At 10th level you can punish your enemies for having the audacity to attack you. Whenever you are hit with an attack you can use your reaction to lay a Hex on them.
The Target must succeed on a Charisma saving throw against your spell save DC.
If it fails it has disadvantage on all attacks against you for one minute and you gain resistance to attacks from the target. At the end of each of its turns it can repeat the saving throws.
When you use this reaction you cant use it again until you finish a short or long rest.
#### Eternal Curses
At 14th level your Mastery of Curses has become supreme. Whenever you curse a target, you can choose to expend a Spellslot, in a addition to expending a use of your Curses. If you do so, your curses have a duration of an hour. If you keep concentration for the whole duration the curse becomes permanent. It can be removed by any spells that remove curses or you may specify a certain condition which can end the curse.
\columnbreak
#### Curse of Withering
At 20th level you can lay a devastating Curse on someone.
As an action, you can expand the use of your 9th level Ancient Rites to rapidly age the target. It must succeed on a Constitution saving throw, or age to the point where they have only 30 days left to live. They have disadvantage on all attack rolls, ability checks and saving throws, and their movement Speed is halved. In addition to that, the target takes 15D6 necroctic damage, or halve as much on a successfull save.
Only a wish spell, Divine intervention, or Greater restoration, cast against your Spell save DC can remove this curse.
You can also cast this Curse at someone at a distance, by performing a ritual that takes 2 hours. If you do so, you also a need a physical component of your Victim, such as Blood, a Lock of Hair, etc
\pagebreak
### Coven of Seers
#### Visions of the future
When you choose this Coven at 3rd level you learn the ancient arts of divination and fortune telling, passed down through the ages.
Whenever you finish a short or long rest, you may choose a creature and foretell their fortune.
The choosen creature can choose to reroll a single check it makes during the day.
The creature looses this benefit when you use this feature again.
#### Coven Spells
When you gain this Subclass you learn the Guidance and Bless Spells, as the secrets of your Coven are revealed to you. These Spells do not count against your Spells known. You learn additional Spells as you level up in this Class.
| Class Level | Spell |
| ---| --- |
| 3rd | Augury |
| 5th | Locate Object |
| 7th | Clairvoyance |
| 9th | Divination |
#### Bringer of Misfortune
At 6th you can foretell a grim future to your enemies.
As a reaction, when a creature makes an attack role, you can give them disadvantage on every attack it makes in this round.
You can use this reaction a number of times equal to your Prof.Bonus and regain all expanded uses when you finish a long rest.
#### Spirit Guides
At 10th level you can communicate with the Spirits. If these are Spirits of the dead or of Nature depends on the witch.
As a Bonus Action you can call upon them to aid you in Battle. Choose one willing Creature within range, it gains one of the following effects until the End of your next turn.
- Hide in the Shadows
- The Spirits shroud the Target in shadow, turning it invisible for the duration
- Quick Escape
- The spirits bestow supernatural speed upon the Target, allowing it to disengage as a Bonus action and Increase its movement speed by 10 feet.
- Nature's respite
- The Spirits of Nature bestow health and Vitality to the target. It gains 2D10 + your Spellcasting ability modifier temporary hitpoints. This effect lasts until you use it again.
- Ancestral Guides
- Long forgotten Spirits Guide the Target, allowing it to re-roll a single dice roll it makes during the Duration.
You can use this feature a number of times equal to your proficiency Bonus and regain all expended uses when you finish a short or long rest.
\columnbreak
#### Animal Vessel
Also at 10th Level, whenever you look upon a location or person using the scrying spell, you can summon a Spectral version of you familiar to the loaction. In this form, your familiar is invisible, though it is not immune to harm. As long as you keep concentrating on the spell, you can choose to see through your familiars eyes, though it can not move further then 15 feet away from the target.
#### Sight beyond Sight
At 14th Level you can see what remains hidden to others.
As an action, you can open your third eye. This lasts for 1 hour or until you drop concentration ( as if you where concentrating on a Spell)
While you use this ability you gain the following benefits.
- You can see into the ethereal Plane
- You can see in both magical and Non-magical Darkness
- You can see invisible creatures
- You can not be surprised.
#### Oracle
At 20th level you see can effortlessly see into past, present and future.
Your Sight beyond Sight no longer requires concentration and gains additional benefits.
- You have advantage on all attack roll, ability checks, and saving throws.
- Other creatures have disadvantage on attack rolls against you.
\pagebreak
# Witch Curses
#### Curse of Dark Desolation
- The target is shrouded in a mantle of darkness that clings to him and moves with him. The space occupied by the creature is always considered to be in dim light, and all illumination levels within 30 feet are also dimmed slightly.
#### Curse of Sloweness
- The targets movement speed is halved for the Duration and they can take either a Bonus Action or an Action, but not Both.
#### Curse of Fear
- You instill Terror in your Victim. The Target becomes frightened of you for the Duration.
#### Curse of Pain
- You rack your Victim with Pain. The Target must subtract 1D4 from all attacks and Skill checks
#### Curse of Binding
- You Bind your Victim with your Curse. Their speed is reduced to 0 for the duration of the curse and they can’t use reactions until the end of your next turn. The creature can repeat the saving throw at the end of each it's turns
#### Curse of Blindness
- You take away your Victims sight. The Target is Blinded for the Duration.
#### Curse of Ill Luck
_Requirements: 8th Level_
- The target is cursed with bad Luck. They must reroll the next saving throw, ability check, or attack roll they make. The curse then ends
#### Curse of Silence
_Requirements: 8th Level_
- You take away your Victims ability to Speak. They cannot Speak for the duration.
#### Curse of Shifting Shape
_Requirements: 9th Level_
- You curse your Victim to loose his Form and take on one of choosing. You cast the Polymorph Spell on your Victim
#### Curse of Muddled Mind
_Requirement: 9th Level_
- You Curse your Targets Mind. Your target has disadvantage on any Constitution save it makes to maintain Concentration on Spells
\columnbreak
#### Curse of Madness
_Requirement: 12th Level_
- Your curse your target with Insanity. While insane, they can't take actions, can't understand what other creatures say, can't read, and speak only in gibberish.
#### Curse of the Gorgon
_Requirement: 14th Level_
- You turn your Targets flesh to Stone. it is restrained as its flesh begins to harden. On a successful save, the creature isn't affected.
- A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
-If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
\pagebreak
# Witch Brews
#### Brew of Health
- When you drink this Potion, you regain 2D4 + Wisdom Modifier Hitpoints
- The Healing increases when you reach 5th (4D4 + Wis) 11th (6D4 + Wis ) and 17th (8D4+ Wis)
#### Brew of Quickness
- When you drink this potion, your movement speed increases by 10 feet and they can dash as a Bonus Action
- This effect lasts for 1 minute
#### Poisonous Brew
- You can apply this Poison to a Weapon as a Bonus action
- A weapon poisoned this way deals 1D4 Poison Damage on a hit for 1 minute.
- When you reach 5th (2ds) 11th (3d4 ) ) and 17th (4D4+ Wis)
#### Brew of Glibness
- When you drink this potion you can add 1D4 on all Charisma checks it makes during the next Minute
- When you reach 8th Level in this class, the duration increases to 1 hour
#### Brew of Climbing
- When you drink this Brew, you gain a climbing speed equal to your walking speed for 1 hour.
#### Brew of Alacrity
- When you drink this potion, you can add 1D8 to your initiative rolls for 1 hour
#### Brew of Darkvision
- When you drink this Potion, you gain Darkvision for 4 hours
#### Brew of Water Breathing
_Prequisites: 5th Level_
The target gains the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.
#### Brew of Invisibility
_Prequisites: 5th Level_
- When you drink this Potion, you become invisible for 10 minutes. Anything you are wearing or carrying is invisible as long as it is on your person. The effect ends if you attack or cast a spell.
#### Brew of Restoration
_Prequisites: 5th Level_
- When you drink this Potion, you cure either one disease or one condition afflicting you. The condition can be blinded, deafened, paralyzed, or poisoned.
#### Brew of Resitance
_Prequisites: 5th Level_
- When you drink this Potion, you gain resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder for 10 minutes
#### Brew of Dragons Breath
_Prequisites: 5th Level_
- When you drink this potion, for 1 minute you are imbued with the power to spew magical energy from your mouth. Choose acid, cold, fire, lightning, or poison. Until the spell ends, you can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
#### Potion of Growth
_Prequisites: 5th Level
- When you drink this potion your size doubles in all dimensions, and your weight is multiplied by eight. This growth increases your size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double your size, you attain the maximum possible size in the space available. Until the spell ends, you also has advantage on Strength checks and Strength saving throws. Your weapons also grow to match your new size. While these weapons are enlarged, your attacks with them deal 1d4 extra damage.
#### Potion of Diminution
_Prequisites: 5th Level
- When you drink this Potion your size is halved in all dimensions, and your weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, you also has disadvantage on Strength checks and Strength saving throws. Your weapons also shrink to match its new size. While these weapons are reduced, Your attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
#### Potion of Transformation
_Prerequisites: 5th Level_
- When you drink this potion, you gain the effect of the Alter Self for 1 Hour
\pagebreak
#### Brew of Giants
_Prequisites: 8th Level_
- When you drink this Potion, your strength score increase to 19 for 10 minutes.
#### Brew of Flying
_Prerequisites: 8th Level_
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft.
Instead of drinking this potion yourself, you can also imbue a mundane Broom, a walking stick, or a similar item with the potions magic. If you do so, the object gains the properties of a "Broom of Flying" for a number of days, equal to your prof.Bonus, though it only works if you use it.
#### Brew of Resiliance
_Prerequisites: 8th Level_
- When you drink this Potion, your AC increases by 1 for 10 minutes
#### Brew of Etherealness
_Prerequisites: 8th Level_
- This Brew can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Ehterealness spell for 1 hour.
#### Brew of Gaseous Form
_Prerequisites: 8th Level_
- When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a Bonus Action.
#### Brew of Haste
_Prerequisites: 12th Level_
-When you drink this Brew you gain the benefits of the Haste Spell. This effect lasts for 1 minute or until you loose concentration ( as if you are concentrating on a Spell)
#### Greater Brew of Greater Restoration
_Prerequisites: 12th Level_
- When you drink this Potion you gain one of the following benefits
- You can reduce your exhaustion level by one
- End one effect that charmed or petrified you
- End one curse, including your attunement to a cursed magic item
- End one any reduction to one of the your ability scores
- End one effect reducing your hit point maximum
- This Potion also requires Diamond Dust, worth 100 GP
#### Brew of Dreams
_Prerequisites: 12th Level_
- When you Drink this Potion, you fall into a deep Sleep, and gain the effect of the Dream Spell
\pagebreak
# Witch Spells
| Cantrips | 1st Level | 2nd Level | 3rd Level | 4th Level | 5th Level |
| --- | --- | --- | --- | --- | --- |
| Thorn Whip | Animal Friendship | Crown of Madness | Call Lightning |Banishment | Bigby's Hand |
| Chill Touch| Cause Fear | Earthbind | Conjure Animals | Charm Monster | Cloudkill |
| Druid Craft | Charm Person | Hold Person | Create Food and Water | Confusion | Conjure Elemental |
| Friends | Comprehend Language | Invisibility | Dispel Magic | Control Water | Dispel Evil and Good |
| Mold Earth| Detect Magic | Mirror Image | Fear | Dominate Beast | Dominate Person |
| Message | Detect Poison and Disease | Alter Self | Fly | Grasping Vine | Geas |
| Mind Sliver | Detect Evil and Good | Calm Emotion | Haste | Guardian of Nature | Hold Monster |
| Spare the Dying | Disguise Self | Darkness | Hypnotic Pattern | Phantasmal Killer | Hallow |
| Mage hand | Dissonant Whispers | Detect Thoughts | Magic Circle | Polymorph | Modify Memory |
| Poison Spray | Entangle | Heat Metal | Nondetection | Summon Elemental | Planar Binding |
| Shape Water | Faery Fire | Locate Animals and Plants | Remove Curse | Hallucinatory Terrain| Telekinesis |
| Light | False Life | Moon Beam | Slow | | Wrath of Nature |
| Dancing Lights | Jump | Nathair's Mischief | Speak with Dead | | Planar Binding |
| Fire Bolt | Longstrider | See Invisibility | Speak with Plants | |
| | Mage Armor | Suggestion | Summon Fey ||
| | Purify Food and Drink | Summon Beast | Tounges | |
| | Ray of Sickness | Mind Whip | | |
| | Silent Image | Phantasmal Force | | |
| | Sleep | | | |
| | Caustic Brew | | | |
| | Witchbolt | | | |
| | Burning Hands | | | |
| | Arms of Hadar | | | |
| 6th Level | 7th Level | 8th Level | 9th Level |
| --- | --- | --- | --- |
| Conjure Fey| Crown of Stars | Antimagic field | Astral Projection |
|Magic Jar | Etherealness | Dominate Monster | True Polymorph |
| True Seeing | Finger of Death | Feeblemind | Storm of Vengance |
| Wall of Thorns | Plane Shift | | Foresight |
| Move Earth | Power Word: Pain |
| Circle of Death | Teleport |
| Primordial Ward |