3.75 Bondage Witch

From Manifold
Jump to navigationJump to search

Contents

Bondage witch

Role:


Alignment: Any.

Hit Die: d6


Class Skills:

The bondage witch's class skills are Appraise (Int), Bluff (Cha), Craft(Int), Diplomacy(Cha), Disguise (Cha), Fly(Dex), Knowledge(arcana) (Int), Knowledge (dungeoneering) (Int), Linguistics (Int), Perform(cha), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)


Skill Ranks per Level: 4 + Int Modifier


Class Features:

All of the following are class features of the sorcerer

Weapon and Armor Proficiency: Bondage Witches are proficient with Daggers, Light Crossbows and Whips. They are not proficient with any type of armor or shield.

Spells: A bondage witch casts arcane spells drawn primarily from the list below. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a bondage witch must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a bondage witch's spell is 10 + the spell level + the bondage witch's charisma modifier.


Like other spellcasters, a bondage witch can cast only a certain number of spells each day. Each spell costs a certain number of power points, and the number of power points per level is listed below in Table 1.


A bondage witch's selection of spells is extremely limited. A bondage witch begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new bondage witch level she gains one of more new spells as indicated in Table 3. These new spells can be spells choosen from the list below.


Upon reaching 4th level, and at every even-numbered bondage witch level after that (6th, 8th, 10th, and so on), a bondage witch can choose to learn a new spell in place of one she already knows. In effect the bondage witch loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.


Unlike other spell casters that bondage witch is not free to cast her spells. Like the name implies, the bondage witch must be bound to cast her spells. At a minimum her wrists must be bound behind her back. This prevents her from using spells with somatic components, and spells with material components worth more then 1 gp. In addition to this the bondage witch has to have at least her torso and groin visible while casting the spell, without these two restrictions the bondage witch cannot cast spells. Alternately the bondage witches wrists can be bound above her head, or off to the side, but cannot be bound in such a way to be held in front of her.


Specialization: Each bondage witch has a specialization that they can choose, that grants her spells, bonus feats, an additional class skill, and other special abilities. This specialization depends on the bondage witch's training. A bondage witch must pick a specialization at first level.


Bound Spell: At 7th level the bondage witch gains the still spell feat and acts the same way


Bound Revitalization: At 7th level the bondage witch can engage in oral intercourse once per day, and use the climax of the partner to revitalize her power points equal to 2 times their charisma bonus spell points. Ex: A 7th level bondage witch with a charisma of 20 can gain 34 power points back. If the bondage with exceeds her maximum power points per day, the extra power points last for a number of rounds equal to her level. At 14th level the bondage witch can use this power 2 times per day, and at 19th level she can use it 3 times per day.


Gagged Spell: At 10th level the bondage witch gains the silent spell feat and acts the same way, this is only in affect if the bondage witch is gagged. Cantrips do not change levels


Blind Spell: At 15th when the bondage witch is wearing a blindfold she gains the ability to target spells as if she had blind sense (60 ft)


Deafened Spell: At 20th level when the bondage witch is wearing ear plugs, her spell casting is not affected by being deaf. She also does not take the penalty to initiative checks.

Bondage Witch Specializations:

Healing

Class Skill: Heal (Wis)

Specialization Spells:

All the spells are sexual spells and must be cast while the caster is penetrated by the target or penetrating the target. The penetration has to last for at least 5 rounds before the casting can start. But once the 5 rounds is done the 5 round wait time does not have to be repeated unless penetration stops. The target is the creature involved in the penetration, and the wait period restarts if the target changes.

3rd level: Bind Light Wounds

5th level: Bind Moderate Wounds

7th level: Bind Serious Wounds

9th level: Bind Critical Wounds

11th level: Breath of Life (requires only a kiss from the caster, no intercourse)

13th level: Heal

15th level: Regenerate

17th level: Mass Bind Critical wounds

19th level: mass heal

Specialization Power:

1st: Extra Feat: Combat Casting, Iron Will, Great Fortitude, Spell Focus, Spell Focus (Heal), Lightning Reflexes, Maximize Spell, Spell Penetration

3rd: Shared Healing: when a bondage witch heals another person she also heals the same amount of hit points

7th: Bound Restoration: When a bondage witch uses her Bound Revitalization ability a restoration spell is cast on those participating

9th: Extra Feat: Combat Casting, Iron Will, Great Fortitude, Spell Focus, Spell Focus (Heal), Lightning Reflexes, Maximize Spell, Spell Penetration

13th: Orgasmic increase, if the bondage witch climaxes during intercourse any Bind mass spell affects all within a 15 ft radius of the bondage witch instead of those who are touching her, she does not choose the targets, all within range get the benefit.

15th: Extra Feat: Combat Casting, Iron Will, Great Fortitude, Spell Focus, Spell Focus (Heal), Lightning Reflexes, Maximize Spell, Spell Penetration

19th: Shared Healing II: When a bondage witch heals another person she shares all the benefits of the healing: ability drain, level drain, etc.

20th: Extra Feat: Combat Casting, Iron Will, Great Fortitude, Spell Focus, Spell Focus (Heal), Lightning Reflexes, Maximize Spell, Spell Penetration


Forced Healing:

The bondage witch can also be forced to use her healing powers based on the situation. When a bondage witch is in forced intercourse she is unable to resist casting her healing skills. Depending on the situation will depend on what spell is cast, she will always cast the highest level spell required by the table below. If there are multiple people taking part, then the mass versions are used, if she has them. If the bondage witch does not have enough power points to cast the spell then she uses the highest level spell she has power points for.


Damage Needing to be healed by most damaged Spell
Less then 9 Bind Light Wounds
10-19 Bind Moderate Wounds
20-28 Bind Serious Wounds
29-38 Bind Moderate Wounds
39-47 Breath of Life
Greater then 47 Heal

Tables

Table 1: Charisma Ability Modifier and Bonus Power Points


Ability

Score

Bonus Power Points (By Class Level)
1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th
10-11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
12-13 0 1 1 2 2 3 3 4 4 5 5 6 6 7 7 8 8 9 9 10
14-15 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
16-17 1 3 4 6 7 9 10 12 13 15 16 18 19 21 22 24 25 27 28 30
18-19 2 4 6 8 10 12 14 16 18 20 22 24 26 28 30 32 34 36 38 40
20-21 2 5 7 10 12 15 17 20 22 25 27 30 32 35 37 40 42 45 47 50
22-23 3 6 9 12 15 18 21 24 27 30 33 36 39 42 45 48 51 54 57 60
24-25 3 7 10 14 17 21 24 28 31 35 38 42 45 49 52 56 59 63 66 70
26-27 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 64 68 72 76 80
28-29 4 9 13 18 22 27 31 36 40 45 49 54 58 63 67 72 76 81 85 90
30-31 5 10 15 20 25 30 35 40 45 50 55 60 65 70 75 80 85 90 95 100
32-33 5 11 16 22 27 33 38 44 49 55 60 66 71 77 82 88 93 99 104 110
34-35 6 12 18 24 30 36 42 48 54 60 66 72 78 84 90 96 102 108 114 120
36-37 6 13 19 26 32 39 45 52 58 65 71 78 84 91 97 104 110 117 123 130
38-39 7 14 21 28 35 42 49 56 63 70 77 84 91 98 105 112 119 126 133 140
40-41 7 15 22 30 37 45 52 60 67 75 82 90 97 105 112 120 127 135 142 150

Formula:

Round Down Ability Score to nearest even number:

Round Down to Nearest Number of ((Ability Score - 10) / 4) * Bondage Witch Level


Table 2: Bondage Witch


Level Base Attack Bonus Fort Save Ref Save Will Save Special Spell Points per day
1st +0 +0 +0 +2 Specialization, cantrips, eschew material, specialization power 3
2nd +0 +0 +0 +3 4
3rd +1 +1 +1 +3 specialization spell, specialization power 5
4th +1 +1 +1 +4 18
5th +2 +1 +1 +4 Bound Spell, specialization spell 22
6th +2 +2 +2 +5 47
7th +3 +2 +2 +5 Bound Revitalize I, specialization spell, specialization power 60
8th +3 +2 +2 +6 93
9th +4 +3 +3 +6 specialization spell 118
10th +4 +3 +3 +7 Gagged Spell 155
11th +5 +3 +3 +7 specialization spell 196
12th +5 +4 +4 +8 233
13th +6 +4 +4 +8 specialization spell, specialization power 294
14th +6 +4 +4 +9 Bound Revitalize II 327
15th +7 +5 +5 +9 Blind Spell, specialization spell 412
16th +7 +5 +5 +10 437
17th +8 +5 +5 +10 specialization spell 550
18th +8 +6 +6 +11 563
19th +9 +6 +6 +11 specialization spell, specialization power 708
20th +9 +6 +6 +12 Bound Revitalize III, Deafened Spell 870

Table 3: Bondage Witch Spells Known


Level


Spells Known
Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st 4 2
2nd 5 2
3rd 5 3
4th 6 3 1
5th 6 4 2
6th 7 4 2 1
7th 7 5 3 2
8th 8 5 3 2 1
9th 8 5 4 3 2
10th 9 5 4 3 2 1
11th 9 5 5 4 3 2
12th 9 5 5 4 3 2 1
13th 9 5 5 5 4 3 2
14th 9 5 5 5 4 3 2 1
15th 9 5 5 5 5 4 3 2
16th 9 5 5 5 5 4 3 2 1
17th 9 5 5 5 5 5 4 3 2
18th 9 5 5 5 5 5 4 3 2 1
19th 9 5 5 5 5 5 5 4 3 2
20th 9 5 5 5 5 5 5 4 3 3

Spell List:

Cantrips:

Abjuration

Conjuration

Divination

Spell Name: Differences from Core Rulebook
Detect Magic No somatic component
Detect Poison No somatic component
Read Magic No somatic component, no focus

Enchantment

Spell Name: Differences from Core Rulebook
Daze No somatic component

Evocation

Spell Name: Differences from Core Rulebook
Dancing Lights No somatic component
Flare No somatic component
Light No somatic component

Illusion

Spell Name: Differences from Core Rulebook
Ghost Sound No somatic component

Necromancy

Spell Name: Differences from Core Rulebook
Bleed No somatic component
Touch of Fatigue No somatic component

Transmutation

Spell Name: Differences from Core Rulebook
Grope Described below in Spells Section
Mending No somatic component
Message No somatic component
Open/Close No somatic component

Universal

Spell Name: Differences from Core Rulebook
Prestidigitation No somatic component

1st Level Spells: (Cost 1 power point)

Abjuration

Spell Name: Differences from Core Rulebook
Alarm No changes from Core Rulebooks
Endure Elements Somatic components optional: no somatic component when target is personal, somatic component required otherwise
Hold Portal No changes from Core Rulebooks
Protection from Law/Good/Evil/Chaos Somatic components optional: no somatic component when target is personal, somatic component required otherwise

Conjuration

Spell Name: Differences from Core Rulebook
Bind Light Wounds Described below in Spells Section
Shield No somatic components
Grease Somatic components optional: no somatic component when target is personal, somatic component required otherwise
Mage Armor No somatic components
Mount Somatic components optional. When not use the mount appears with special equipment for the bondage witch. The reins end in nipple clamps, the saddle is designed to be knelt on, and has a wooden piece down the center like a bondage pony.
Obscuring Mist No changes from Core Rulebooks
Summon Monster I Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Unseen Servant Somatic components optional. If no somatic components are used then the unseen servant gets a will save (will save is equal to the charisma bonus of the caster). If the will save is successful the unseen servant will try to molest the bondage witch/

Divination

Spell Name: Differences from Core Rulebook
Comprehend Languages No somatic components
Detect Secret Doors No somatic components
Detect undead No somatic components
Identify Somatic components optional. When identifying a magical piece of sex gear then a somatic component is not needed. When identifying other gear then it is needed.
True Strike No changes from Core Rulebooks

Enchantment

Spell Name: Differences from Core Rulebook
Charm Person No somatic component. Spell DC is +1 and +1 level for duration
Hypnotism No somatic component. Spell DC is +1 and +1 level for duration
Sleep Somatic components optional. If no somatic components are used then the burst is only 5 feet centered on the caster.

Evocation

Spell Name: Differences from Core Rulebook
Floating Disk No changes from Core Rulebooks

Illusion

Spell Name: Differences from Core Rulebook
Disguise Self Somatic components optional. If no somatic components are used then you can only change your appearance, and not the appearance of anything else, clothes, armor and equipment all appear the same as before.
Magic Aura No somatic components.
Silent Image Spell DC is +1 and +1 level for duration
Ventriloquism No somatic components.

Necromancy

Spell Name: Differences from Core Rulebook
Chill Touch No changes from Core Rulebooks

Transmutation

Spell Name: Differences from Core Rulebook
Animate Rope Somatic components optional. If no somatic components are used the rope gets a will save (will save is the charisma bonus of the caster) if the rope succeeds at the will save then it enwraps the spell caster.
Enlarge Person Somatic components optional: no somatic component when target is personal, somatic component required otherwise
Expeditious Retreat No somatic components.
Feather Fall No changes from Core Rulebooks
Jump No changes from Core Rulebooks
Magic Weapon No changes from Core Rulebooks
Reduce Person Somatic components optional: no somatic component when target is personal, somatic component required otherwise

2nd Level Spells: (Cost 4 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Arcane Lock Somatic component optional: When no somatic component is used, the arcane lock can only be used on bondage gear and cages. The bondage witch herself cannot pass the lock in this case.
Obscure Object Somatic components optional: when no somatic components are used, the object is restricted to an object that the bondage witch wears
Protection from Arrows Somatic components optional: no somatic component when target is personal, somatic component required otherwise
Resist Energy Somatic components optional: no somatic component when target is personal, somatic component required otherwise

Conjuration

Spell Name: Differences from Core Rulebook
Fog Cloud Somatic component optional: When no somatic component is used, the range is personal
Glitter Dust Somatic component optional: When no somatic component is used, the range is personal
Summon Monster II Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Summon Swarm Somatic component optional: When no somatic component is used, the range is personal
Web Somatic component optional: When no somatic component is used, the range is personal

Divination

Spell Name: Differences from Core Rulebook
Detect Thoughts No somatic component
Locate Object No somatic component
See Invisibility No somatic component

Enchantment

Spell Name: Differences from Core Rulebook
Daze Monster No somatic component. Spell DC is +1 and +1 level for duration
Hideous Laughter No somatic component. Spell DC is +1 and +1 level for duration
Touch of Idiocy No somatic component.

Evocation

Spell Name: Differences from Core Rulebook
Continual Flame No changes from Core Rulebooks
Darkness Somatic component optional. If no somatic component is used, then the object is personal
Flaming Sphere No changes from Core Rulebooks
Gust of Wind No changes from Core Rulebooks
Scorching Ray No changes from Core Rulebooks
Shatter Somatic component optional: When no somatic component is used, the range is personal

Illusion

Spell Name: Differences from Core Rulebook
Blur Somatic component optional: When no somatic component is used, the range is personal
Hypnotic Pattern No somatic components Spell DC is +1 and +1 level for duration
Invisibility No changes from Core Rulebooks
Magic Mouth No changes from Core Rulebooks
Mirror Image No somatic component
Minor Image No somatic components Spell DC is +1 and +1 level for duration
Misdirection Somatic components optional. If no somatic components are used then the object to be misdirected is self
Phantom Trap Somatic components optional: when no somatic components are used, the object is restricted to an object that the bondage witch wears

Necromancy

Spell Name: Differences from Core Rulebook
Blindness/Deafness Somatic component optional: When no somatic component is used, the range is touch
Command Undead No somatic component
False Life No somatic component
Scare No somatic component

Transmutation

Spell Name: Differences from Core Rulebook
Alter Self No somatic component
Bear's Endurance Somatic component optional. If no somatic component is used then the target is personal
Bull's Strength Somatic component optional. If no somatic component is used then the target is personal
Cat's Grace Somatic component optional. If no somatic component is used then the target is personal
Darkvision Somatic component optional. If no somatic component is used then the target is personal
Eagle's Splendor Somatic component optional. If no somatic component is used then the target is personal
Fox's Cunning Somatic component optional. If no somatic component is used then the target is personal
Knock No changes from core rule book
Levitate Somatic component optional. If no somatic component is used then the target is personal
Make Whole Somatic component optional. If no somatic component is used then the target is touch
Owl's Wisdom Somatic component optional. If no somatic component is used then the target is personal
Pyrotechnics No changes from core rule book
Rope Trick Somatic component optional. If no somatic component is used then when cast the bondage witch is transported into the extra-dimensional space, and is bound by the end of the rope. If the bondage witch is unbound then the spell ends
Spider Climb Somatic component optional. If no somatic component is used then the target is personal
Whispering Wind No somatic component

3rd Level Spells: (Cost 9 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Dispel Magic No change from core rulebook
Magic Circle against Chaos/Evil/Good/Law No somatic component
Nondetection Somatic component optional. If no somatic component is used then the target is personal
Protection from Energy Somatic component optional. If no somatic component is used then the target is personal

Conjuration

Spell Name: Differences from Core Rulebook
Phantom Steed Somatic components optional. When not use the mount appears with special equipment for the bondage witch. The reins end in nipple clamps, the saddle is designed to be knelt on, and has a wooden piece down the center like a bondage pony.
Sleet Storm Somatic component optional. If no somatic component is used then the storm appears centered on the caster
Stinking cloud Somatic component optional. If no somatic component is used then the cloud appears centered on the caster
Summon Monster III Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead

Divination

Spell Name: Differences from Core Rulebook
Arcane Sight No somatic component
Clairaudience / Clairvoyance No somatic component
Tongues No somatic component

Enchantment

Spell Name: Differences from Core Rulebook
Deep Slumber Somatic component optional. If no somatic component is used then the effect is centered on the caster
Heroism No somatic component
Hold Person Somatic component optional. If no somatic component then the range is touch
Rage Somatic component optional. If no somatic component then the range is touch
Suggestion Somatic component optional. If no somatic component then the range is touch

Evocation

Spell Name: Differences from Core Rulebook
Daylight Somatic component optional. If no somatic component is used then the object is the caster
Lightning Bolt No changes from the core rule book
Tiny Hut No changes from the core rulebook
Wind Wall Somatic component optional. If no somatic component then the wall passes though where the caster is.

Illusion

Spell Name: Differences from Core Rulebook
Displacement Somatic components optional. When no somatic components are used then the target is personal
Invisibility Sphere No Change from Core Rulebook
Major Image No somatic components Spell DC is +1 and +1 level for duration

Necromancy

Spell Name: Differences from Core Rulebook
Gentle Repose No change from Core Rulebook
Halt Undead No somatic component
Vampiric Touch No change from Core Rulebook

Transmutation

Spell Name: Differences from Core Rulebook
Blink Somatic components optional. When no somatic components are used then the target is personal
Fly Somatic components optional. When no somatic components are used then the target is personal
Gaseous Form Somatic components optional. When no somatic components are used then the target is personal
Haste Somatic component optional. If no somatic component then effect is centered on spell caster
Keen Edge No change from Core Rulebook
Magic Weapon, Greater No change from Core Rulebook
Shrink Item No change from Core Rulebook
Slow Somatic component optional. If no somatic component then effect is centered on spell caster
Water Breathing Somatic component optional. If no somatic component is used then target is personal

4th Level Spells: (Cost 16 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Fire Trap No change from Core Rulebook
Globe of Invulnerability, Lesser No Somatic component
Remove Curse Somatic components optional. When no somatic components are used then the target is personal
Stoneskin Somatic components optional. When no somatic components are used then the target is personal

Conjuration

Spell Name: Differences from Core Rulebook
Black Tentacles Somatic component optional. If no somatic component then effect is centered on spell caster. Caster takes no damage from being grappled
Dimension Door No change from Core Rulebook
Minor Creation No change from Core Rulebook
Secure Shelter Somatic component optional. If no somatic component is used then the bondage witch is automatically bound to her bed when she enters the shelter
Solid Fog Somatic component optional. If no somatic component then effect is centered on spell caster
Summon Monster IV Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead

Divination

Spell Name: Differences from Core Rulebook
Arcane Eye No change from Core Rulebook
Detect Scrying No somatic component
Locate Creature No somatic component
Scrying No somatic component

Enchantment

Spell Name: Differences from Core Rulebook
Charm Monster No somatic component. Spell DC is +1 and +1 level for duration
Confusion Somatic component optional. If no somatic component used then the range is touch
Crushing Despair Somatic component optional. If no somatic component used then the range is touch
Geas, Lesser Somatic component optional. If no somatic component used then the range is touch

Evocation

Spell Name: Differences from Core Rulebook
Fire Shield No somatic component
Ice Storm Somatic component optional. If no somatic component then effect is centered on spell caster
Resilient Sphere Somatic component optional. If no somatic component is used then range is touch
Shout No change from core rulebook
Wall of Fire Somatic component optional. If no somatic component then the wall passes though where the caster is.
Wall of Ice Somatic component optional. If no somatic component then the wall passes though where the caster is.

Illusion

Spell Name: Differences from Core Rulebook
Hallucinatory Terrain Somatic component optional. If no somatic component then effect is centered on spell caster
Illusory Wall Somatic component optional. If no somatic component then the wall passes though where the caster is.
Invisibility, Greater Somatic component optional. If no somatic component then target is personal
Phantasmal Killer Somatic component optional. If no somatic component is used then range is touch
Rainbow Pattern Somatic component optional. If no somatic component then effect is centered on spell caster
Shadow Conjuration No change from Core Rulebook

Necromancy

Spell Name: Differences from Core Rulebook
Animate Dead No change from Core Rulebook
Bestow Curse No change from Core Rulebook
Contagion No change from Core Rulebook
Fear Somatic component optional. If no somatic component is used then range is touch

Transmutation

Spell Name: Differences from Core Rulebook
Enlarge Person, Mass Somatic component optional. If no somatic component is used then range is touch
Reduce Person, Mass Somatic component optional. If no somatic component is used then range is touch
Stone Shape No change from Core Rulebook

5th Level Spells: (Cost 25 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Break Enchantment Somatic component optional. If no somatic component is used then range is touch
Dismissal Somatic component optional. If no somatic component is used then range is touch
Mage's Private Sanctum Somatic components optional. When no somatic components then the spell only lasts as long as the bondage witch is bound

Conjuration

Spell Name: Differences from Core Rulebook
Breath of Life No somatic component. Healing specialization is required. If cast on a living creature casting time is 5 rounds after the 5 round intercourse time before casting begins. Casting is 1 standard action when attempting to revive a dead creature
Cloudkill Somatic component optional. If no somatic component then effect is centered on spell caster
Mage's Faithful Hound Somatic components optional. If no somatic component is used then the faithful hound gets a will save, if it succeeds then if molests the witch until it is satisfied and then follows the description of the spell.
Major Creation No changes from core rulebook
Planar Binding, Lesser Somatic component optional. If the summoned outsider succeeds at the will save he can still arrive and appear outside the trap. He will then optionally attempt to dominate the bondage witch
Secret Chest No somatic component, no focus if the bondage witch is using it to store different magical bondage, or plain bondage gear
Summon Monster V Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Teleport No change from Core Rulebook
Wall of Stone Somatic component optional. If no somatic component then the wall passes though where the caster is.

Divination

Spell Name: Differences from Core Rulebook
Contact Other Plane No Somatic component.
Prying Eyes No Somatic component
Telepathic Bond No somatic component, spell's duration can be extended to 1 hour / level if the contact is sexual during casting of the spell.

Enchantment

Spell Name: Differences from Core Rulebook
Dominate Person No Somatic component. Spell DC is +1 and +1 level for duration
Feeblemind Somatic component optional. If no somatic component is used then range is touch
Hold Monster No Somatic component. Spell DC is +1 and +1 level for duration
Mind Fog Somatic component optional. If no somatic component then effect is centered on spell caster

Evocation

Spell Name: Differences from Core Rulebook
Interposing Hand Somatic component optional. If no somatic component is used then the hand gets a will save (bonus equal to the charisma bonus of the caster) then the hand molests the caster
Sending No somatic component.
Wall of Force Somatic component optional. If no somatic component then the wall passes though where the caster is.

Illusion

Spell Name: Differences from Core Rulebook
Dream No somatic component, communication can be both ways if the witch remains bound in the dream and sex is involved.
False Vision No somatic component
Mirage Arcana No somatic component
Nightmare No somatic component
Persistent Image No somatic components Spell DC is +1 and +1 level for duration
Seeming Somatic component optional. If no somatic component is used then range is touch
Shadow Evocation No somatic components Spell DC is +1 and +1 level for duration

Necromancy

Spell Name: Differences from Core Rulebook
Blight No somatic component
Magic Jar Somatic component optional, but if no somatic component used then range is touch
Waves of Fatigue No change from core Rulebook

Transmutation

Spell Name: Differences from Core Rulebook
Animal Growth Somatic component optional, but if no somatic component is used then range is touch
Baleful Polymorph Somatic component optional, but if no somatic component is used then range is touch
Fabricate No change from core Rulebook
Overland Flight No somatic component
Passwall No change from core Rulebook
Polymorph No change from core Rulebook
Telekinesis No somatic component
Transmute Mud to Rock No change from Core Rulebook
Transmute Rock to Mud No change from Core Rulebook

Universal

Spell Name: Differences from Core Rulebook
Permanency No somatic component

6th Level Spells: (Cost 36 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Antimagic Field Somatic component optional. If no somatic component then effect is centered on spell caster
Dispel Magic, Greater Somatic component optional. If no somatic component is used then target is personal. Area dispel can be used, but effect is centered on the spell caster
Globe of Invulnerability No somatic component
Guards and Wards No change from core rulebook
Repulsion No somatic component.

Conjuration

Spell Name: Differences from Core Rulebook
Acid Fog Somatic component optional. If no somatic component then effect is centered on spell caster
Heal No somatic component. Healing specialization is required. Casting time is 6 rounds after the 5 round intercourse time before casting begins.
Planar Binding Somatic component optional. If the summoned outsider succeeds at the will save he can still arrive and appear outside the trap. He will then optionally attempt to dominate the bondage witch
Summon Monster VI Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Wall of Iron Somatic component optional. If no somatic component then the wall passes though where the caster is.

Divination

Spell Name: Differences from Core Rulebook
Analyze Dweomer No somatic component
Legend Lore No somatic component
True Seeing Somatic component optional. If no somatic component is used then the target is personal

Enchantment

Spell Name: Differences from Core Rulebook
Geas/Quest Somatic component optional. If no somatic component is used then the range is touch
Heroism, Greater Somatic component optional. If no somatic component is used then the range is touch
Suggestion, Mass Somatic component optional. If no somatic component is used then the range is touch

Evocation

Spell Name: Differences from Core Rulebook
Contingency No somatic component
Forceful Hand Somatic component optional. If no somatic component is used then the hand gets a will save (bonus equal to the charisma bonus of the caster) then the hand molests the caster

Illusion

Spell Name: Differences from Core Rulebook
Mislead No somatic component Spell DC is +1 and +1 level for duration
Permanent Image No somatic components Spell DC is +1 and +1 level for duration
Programmed Image No somatic components Spell DC is +1 and +1 level for duration
Shadow Walk No changes from core rulebook
Viel Somatic component optional. If no somatic component is used then the range is touch

Necromancy

Spell Name: Differences from Core Rulebook
Circle of Death Somatic component optional. If no somatic component then effect is centered on spell caster
Create Undead No change from core rulebook
Eyebite Somatic component optional. If no somatic component is used then the range is touch
Undeath to Death Somatic component optional. If no somatic component then effect is centered on spell caster

Transmutation

Spell Name: Differences from Core Rulebook
Bear's Endurance, Mass Somatic component optional. If no somatic component is used then the range is touch
Bull's Strength, Mass Somatic component optional. If no somatic component is used then the range is touch
Cat's Grace, Mass Somatic component optional. If no somatic component is used then the range is touch
Control Water Somatic component optional. If no somatic component is used then the range is touch
Eagle's Splendor Mass Somatic component optional. If no somatic component is used then the range is touch
Flesh to Stone Somatic component optional. If no somatic component is used then the range is touch
Fox's Cunning, Mass Somatic component optional. If no somatic component is used then the range is touch
Move Earth Somatic component optional. If no somatic component is used then the range is touch
Owl's Wisdom, Mass Somatic component optional. If no somatic component is used then the range is touch
Stone to Flesh Somatic component optional. If no somatic component is used then the range is touch

7th Level Spells: (Cost 49 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Banishment Somatic component optional. If no somatic component is used then the range is touch
Sequester Somatic component optional. If no somatic component is used then the target is personal
Spell Turning No somatic component

Conjuration

Spell Name: Differences from Core Rulebook
Mage's Magnificent Mansion Somatic component optional. If no somatic component is used then the bondage witch is immediately transported to the mansion, in a special dungeon room which takes up 8 of the cubes, if she leaves the spell ends
Phase Door No change from core rulebook
Plane Shift No change from core rulebook
Regenerate No somatic component. Healing specialization is required. Casting time is 7 rounds after the 5 round intercourse time before casting begins.
Summon Monster VII Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Teleport, Greater No change from Core Rulebook
Teleport Object No change from Core Rulebook

Divination

Spell Name: Differences from Core Rulebook
Arcane Sight, Greater No somatic component
Scrying, Greater No somatic component
Vision No somatic component

Enchantment

Spell Name: Differences from Core Rulebook
Hold Person, Mass No somatic component Spell DC is +1 and +1 level for duration
Insanity Somatic component optional. If no somatic component is used then the range is touch
Power World Blind No change from core rulebook

Evocation

Spell Name: Differences from Core Rulebook
Force Cage Somatic component optional. If no somatic component is used then the range is touch
Grasping Hand Somatic component optional. If no somatic component is used then the hand gets a will save (bonus equal to the charisma bonus of the caster) then the hand molests the caster
Mage's Sword No somatic component

Illusion

Spell Name: Differences from Core Rulebook
Invisibility, Mass Somatic component optional. If no somatic component is used then the range is touch
Project Image No somatic components Spell DC is +1 and +1 level for duration
Shadow Conjuration, Greater No somatic components Spell DC is +1 and +1 level for duration
Simulacrum Somatic components optional. If no somatic component is used, then the creature gets a will save and if successful has only one thought on its mind and that's intercourse with the bondage witch

Necromancy

Spell Name: Differences from Core Rulebook
Control Undead Somatic component optional. If no somatic component then effect is centered on spell caster
Waves of Exhaustion No change from core Rulebook

Transmutation

Spell Name: Differences from Core Rulebook
Control Weather Somatic component optional. If no somatic component then effect is centered on spell caster
Ethereal Jaunt No somatic component
Polymorph, Greater No change from core rulebook
Reverse Gravity Somatic component optional. If no somatic component then effect is centered on spell caster
Statue Somatic component optional. If no somatic component is used then the target is personal

Universal

Spell Name: Differences from Core Rulebook
Limited Wish No change from core rulebook

8th Level Spells: (Cost 64 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Dimensional Lock Somatic component optional. If no somatic component then effect is centered on spell caster
Mind Blank Somatic component optional. If no somatic component is used then the range is touch
Prismatic Wall Somatic component optional. If no somatic component then the wall passes though where the caster is.
Protection from Spells Somatic component optional. If no somatic component is used then the target is personal

Conjuration

Spell Name: Differences from Core Rulebook
Incendiary Cloud Somatic component optional. If no somatic component then effect is centered on spell caster
Maze Somatic component optional. If no somatic component is used then the range is touch
Planar Binding, Greater Somatic component optional. If the summoned outsider succeeds at the will save he can still arrive and appear outside the trap. He will then optionally attempt to dominate the bondage witch
Summon Monster VIII Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Trap the Soul Somatic component optional. If no somatic component is used then the range is touch

Divination

Spell Name: Differences from Core Rulebook
Discern Location No somatic component
Moment of Prescience No somatic component
Prying Eyes, Greater No somatic component

Enchantment

Spell Name: Differences from Core Rulebook
Antipathy Somatic component optional. If no somatic component then effect is centered on spell caster
Binding No somatic component. Spell DC is +1 and +1 level for duration
Charm Monster, Mass No somatic component. Spell DC is +1 and +1 level for duration
Demand No somatic component
Irresistible Dance No somatic component. Spell DC is +1 and +1 level for duration
Power Word Stun No change from core rulebook
Sympathy Somatic component optional. If no somatic component then effect is centered on spell caster

Evocation

Spell Name: Differences from Core Rulebook
Clenched Fist Somatic component optional. If no somatic component is used then the hand gets a will save (bonus equal to the charisma bonus of the caster) then the hand molests the caster
Shout, Greater No somatic component.
Sunburst Somatic component optional. If no somatic component then effect is centered on spell caster
Telekinetic Sphere No change from core rulebook

Illusion

Spell Name: Differences from Core Rulebook
Scintillating Pattern No somatic component
Screen No somatic component.
Shadow Evocation, Greater No somatic component. Spell DC is +1 and +1 level for duration

Necromancy

Spell Name: Differences from Core Rulebook
Clone No change from core rulebook
Create Greater Undead No change from core rulebook
Horrid Wilting Somatic component optional. If no somatic component then effect is centered on spell caster

Transmutation

Spell Name: Differences from Core Rulebook
Iron Body No somatic component
Polymorph any Object No somatic component
Temporal Stasis No somatic component

9th Level Spells: (Cost 81 power points)

Abjuration

Spell Name: Differences from Core Rulebook
Freedom No somatic component
Imprisonment No somatic component
Mage's Disjunction Somatic component optional. If no somatic component then effect is centered on spell caster
Prismatic Sphere Somatic component optional. If no somatic component then effect is centered on spell caster

Conjuration

Spell Name: Differences from Core Rulebook
Gate No somatic component
Refuge No somatic component
Summon Monster IX Somatic components optional. If no somatic components are used the monster gets a will save, if it succeeds it will attempt to attack the bondage witch instead
Teleporation Circle No change from core rulebook

Divination

Spell Name: Differences from Core Rulebook
Foresight Somatic component optional. If no somatic component is used then the target is personal

Enchantment

Spell Name: Differences from Core Rulebook
Dominate Monster No somatic component. Spell DC is +1 and +1 level for duration
Hold Monster, Mass No somatic component. Spell DC is +1 and +1 level for duration
Power World Kill No change from core rulebook

Evocation

Spell Name: Differences from Core Rulebook
Crushing Hand Somatic component optional. If no somatic component is used then the hand gets a will save (bonus equal to the charisma bonus of the caster) then the hand molests the caster
Meteor Swarm No change from core rulebook

Illusion

Spell Name: Differences from Core Rulebook
Shades No somatic component. Spell DC is +1 and +1 level for duration
Weird Somatic component optional. If no somatic component then range is touch

Necromancy

Spell Name: Differences from Core Rulebook
Astral Projection No somatic component. Spell DC is +1 and +1 level for duration
Energy Drain Somatic component optional. If no somatic component then range is touch
Soul Bind Somatic component optional. If no somatic component then range is touch
Wail of the Banshee No change from core rulebook

Transmutation

Spell Name: Differences from Core Rulebook
Etherealness No somatic component. Spell DC is +1 and +1 level for duration
Time Stop No somatic component

Universal

Spell Name: Differences from Core Rulebook
Wish No change from core rulebook

Spells

Bind Light Wounds

School conjuration (healing) Level Bondage Witch 1 (requires healing specialization)

Casting Time 1 full round see text

Components

Range touch

Target creature touched

Duration Instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless) see text

When having intercourse with another creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Like most healing specialization spells this spell requires the bondage witch have intercourse with the target creature for at least 5 rounds before starting to cast the spell.


Bind Moderate Wounds

School conjuration (healing) Level Bondage Witch 2 (requires healing specialization)

Casting Time 2 full round see text

This spell functions like bind light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10)


Bind Serious Wounds

School conjuration (healing) Level Bondage Witch 3 (requires healing specialization)

Casting Time 3 full round see text

This spell functions like bind light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15)


Bind Critical Wounds

School conjuration (healing) Level Bondage Witch 4 (requires healing specialization)

Casting Time 4 full round see text

This spell functions like bind light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20)


Bind Light Wounds, Mass

School conjuration (healing) Level Bondage Witch 1 (requires healing specialization & Enhanced Healing Feat described below)

Casting Time 5 full round see text

Components

Range touch

Target creatures touched, burst 15 feet see text

Duration Instantaneous

Saving Throw Will half (harmless); see text; Spell Resistance yes (harmless) see text

When having intercourse with another creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +25). Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage. Like most healing specialization spells this spell requires the bondage witch have intercourse with the target creature for at least 5 rounds before starting to cast the spell.

Normally the range of this spell is for creatures touching the bondage witch. But if the bondage witch is 13th level or higher and has a climax during intercourse while the spell is being cast then all creatures within 15 feet of the bondage witch get affected by the spell, the bondage witch cannot select the targets.


Bind Moderate Wounds, Mass

School conjuration (healing) Level Bondage Witch 6 (requires healing specialization & Enhanced Healing Feat described below)

Casting Time 6 full round see text

This spell functions like mass bind light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30)


Bind Serious Wounds, Mass

School conjuration (healing) Level Bondage Witch 7 (requires healing specialization & Enhanced Healing Feat described below)

Casting Time 7 full round see text

This spell functions like mass bind light wounds, except that it cures 3d8 points of damage +35 point per caster level (maximum +30)


Bind Critical Wounds, Mass

School conjuration (healing) Level Bondage Witch 8 (requires healing specialization)

Casting Time 8 full round see text

This spell functions like mass bind light wounds, except that it cures 5d8 points of damage +1 point per caster level (maximum +40)


Grope

School transmutation Level Bondage Witch 0

Casting Time 1 standard action

Components V

Range close (25 ft + 5 ft/2 levels)

Target on creature

Duration concentration

Saving Throw none Spell Resistance yes

Focusing on a creature you gather your will to pinch, fondle and grope them from a far. This does no damage, only provides the sensation of someone's hand over their body.