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Witch Class Details | Hexes | Patron Spells | Unique Patrons | Archetypes

Patron Spells

Description Source: Advanced Player's Guide
At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Agility (Advanced Player's Guide pg. 70): 2nd — jump, 4th — cat's grace, 6th — haste, 8th — freedom of movement, 10th — polymorph, 12th — cat's grace (mass), 14th — ethereal jaunt, 16th — animal shapes, 18th — shapechange.
Ancestors (Ultimate Magic pg. 83): 2nd — bless, 4th — aid, 6th — prayer, 8th — blessing of fervor, 10th — commune, 12th — greater heroism, 14th — refuge, 16th — euphoric tranquility, 18th — weird.
Animals (Advanced Player's Guide pg. 70): 2nd — charm animal, 4th — speak with animals, 6th — dominate animal, 8th — summon nature's ally IV, 10th — animal growth, 12th — antilife shell, 14th — beast shape IV, 16th — animal shapes, 18th — summon nature's ally IX.
Aurora (Paths of the Righteous pg. 31): 2nd — color spray, 4th — hypnotic pattern, 6th — wall of nauseaACG, 8th — rainbow pattern, 10th — blazing rainbowACG, 12th — programmed image, 14th — prismatic spray, 16th — prismatic wall, 18th — polar midnightUM.
Autumn (Ultimate Wilderness pg. 88): 2nd — ray of enfeeblement, 4th — create pit, 6th — gentle repose, 8th — vitriolic mist, 10th — major creation, 12th — acid fog, 14th — caustic eruption, 16th — horrid wilting, 18th — wail of the banshee.
Boundaries (Champions of Purity pg. 27): 2nd — protection from evil, 4th — see invisibility, 6th — magic circle against evil, 8th — dimensional anchor, 10th — control summoned creature, 12th — banishment, 14th — ethereal jaunt, 16th — dimensional lock, 18th — gate.
Conspiracies (Horror Adventures pg. 72): 2nd — lock gazeUC, 4th — disguise otherUM, 6th — tongues, 8th — hypercognitionOA, 10th — dominate person, 12th — symbol of persuasion, 14th — vision, 16th — frightful aspectUC, 18th — overwhelming presenceUM.
Death (Ultimate Magic pg. 83): 2nd — deathwatch, 4th — blessing of courage and life, 6th — speak with dead, 8th — rest eternal, 10th — suffocation, 12th — circle of death, 14th — finger of death, 16th — symbol of death, 18th — power word kill.
Decadence (Horror Adventures pg. 72): 2nd — negative reactionUC, 4th — demand offeringOA, 6th — sepia snake sigil, 8th — charm monster, 10th — dream, 12th — envious urgeUM, 14th — waves of ecstasyUM, 16th — euphoric tranquilityAPG, 18th — symbol of strifeUM.
Deception (Advanced Player's Guide pg. 70): 2nd — ventriloquism, 4th — invisibility, 6th — blink, 8th — confusion, 10th — passwall, 12th — programmed image, 14th — invisibility (mass), 16th — scintillating pattern, 18th — time stop.
Devotion (Champions of Purity pg. 27): 2nd — divine favor, 4th — martyr's bargain, 6th — magic vestment, 8th — greater magic weapon, 10th — flame strike, 12th — mass bull's strength, 14th — bestow grace of the champion, 16th — holy aura, 18th — mass heal.
Elements (Advanced Player's Guide pg. 70): 2nd — shocking grasp, 4th — flaming sphere, 6th — fireball, 8th — wall of ice, 10th — flame strike, 12th — freezing sphere, 14th — vortex, 16th — fire storm, 18th — meteor swarm.
Enchantment (Ultimate Magic pg. 83): 2nd — unnatural lust, 4th — calm emotions, 6th — unadulterated loathing, 8th — overwhelming grief, 10th — dominate person, 12th — geas/quest, 14th — euphoric tranquility, 16th — demand, 18th — dominate monster.
Endurance (Advanced Player's Guide pg. 70): 2nd — endure elements, 4th — bear's endurance, 6th — protection from energy, 8th — spell immunity, 10th — spell resistance, 12th — bear's endurance (mass), 14th — restoration (greater), 16th — iron body, 18th — miracle.
Entropy (Horror Adventures pg. 72): 2nd — lesser confusion, 4th — plague carrierUM, 6th — babbleOA, 8th — wandering star motesAPG, 10th — feeblemind, 12th — antimagic field, 14th — insanity, 16th — symbol of insanity, 18th — interplanetary teleportUM.
Ethereal (Occult Adventures pg. 125): 2nd — detect undead, 4th — see invisibility, 6th — ectoplasmic snare, 8th — condensed ether, 10th — ethereal envelope, 12th — ethereal jaunt, 14th — ectoplasmic eruption, 16th — ethereal envelopment, 18th — etherealness.
Fate (Pathfinder #72: The Witch Queen's Revenge pg. 75): 2nd — doom, 4th — anticipate peril, 6th — helping hand, 8th — blessing of fervor, 10th — greater forbid action, 12th — contingency, 14th — jolting portent, 16th — maze, 18th — wish.
Healing (Ultimate Magic pg. 83): 2nd — remove fear, 4th — lesser restoration, 6th — remove disease, 8th — restoration, 10th — cleanse, 12th — pillar of life, 14th — greater restoration, 16th — mass cure critical wounds, 18th — true resurrection.
Insanity (Ultimate Magic pg. 83): 2nd — memory lapse, 4th — hideous laughter, 6th — distracting cacophony, 8th — confusion, 10th — mind fog, 12th — envious urge, 14th — insanity, 16th — symbol of insanity, 18th — overwhelming presence.
Jynx (Blood of the Coven pg. 17): 2nd — ill omen, 4th — shatter, 6th — bestow curse, 8th — retribution, 10th — mark of justice, 12th — eyebite, 14th — spell turning, 16th — antipathy, 18th — energy drain.
Light (Ultimate Magic pg. 83): 2nd — dancing lantern, 4th — continual flame, 6th — daylight, 8th — rainbow pattern, 10th — fire snake, 12th — sirocco, 14th — sunbeam, 16th — sunburst, 18th — fiery body.
Mercy (Blood of the Coven pg. 17): 2nd — cure light wounds, 4th — eagle's splendor, 6th — remove curse, 8th — restoration, 10th — cleanse, 12th — heroes' feast, 14th — foe to friend, 16th — euphoric tranquility, 18th — true resurrection.
Mind (Occult Adventures pg. 125): 2nd — mindlink, 4th — mental block, 6th — mindscape door, 8th — create mindscape, 10th — psychic asylum, 12th — create mindscape (greater), 14th — psychic surgery, 16th — moment of prescience, 18th — microcosm.
Moon (Ultimate Magic pg. 83): 2nd — darkness, 4th — darkvision, 6th — owl's wisdom, 8th — moonstruck, 10th — aspect of the wolf, 12th — control water, 14th — lunar veil, 16th — horrid wilting, 18th — meteor swarm.
Mountain (Heroes of the Wild pg. 13): 2nd — stone fist, 4th — stone call, 6th — stone shape, 8th — spike stones, 10th — wall of stone, 12th — flesh to stone, 14th — stone tell, 16th — repel metal or stone, 18th — clashing rocks.
Nightmares (Horror Adventures pg. 72): 2nd — sleep, 4th — detect thoughts, 6th — oneiric horrorOA, 8th — phantasmal killer, 10th — nightmare, 12th — dream travelOA, 14th — symbol of weakness, 16th — demand, 18th — polar midnightUM.
Occult (Ultimate Magic pg. 83): 2nd — detect undead, 4th — command undead, 6th — twilight knife, 8th — black tentacles, 10th — snake staff, 12th — create undead, 14th — waves of exhaustion, 16th — trap the soul, 18th — gate.
Peace (Champions of Purity pg. 27): 2nd — sanctuary, 4th — calm emotions, 6th — wind wall, 8th — dismissal, 10th — serenity, 12th — word of recall, 14th — forcecage, 16th — euphoric tranquility, 18th — antipathy.
Plague (Advanced Player's Guide pg. 70): 2nd — detect undead, 4th — command undead, 6th — contagion, 8th — animate dead, 10th — giant vermin, 12th — create undead, 14th — control undead, 16th — create greater undead, 18th — energy drain.
Plant (Heroes of the Wild pg. 11): 2nd — entangle, 4th — accelerate poison, 6th — lily pad stride, 8th — grove of respite, 10th — tree stride, 12th — repel wood, 14th — animate plants, 16th — control plants, 18th — shambler.
Portents (Ultimate Magic pg. 83): 2nd — ill omen, 4th — locate object, 6th — blood biography, 8th — divination, 10th — contact other plane, 12th — legend lore, 14th — vision, 16th — moment of prescience, 18th — foresight.
Protection (Heroes of the High Court pg. 9): 2nd — sanctuary, 4th — resist energy, 6th — wrathful mantleAPG, 8th — stoneskin, 10th — interposing hand, 12th — forbiddance, 14th — greater spell immunity, 16th — prismatic wall, 18th — freedom.
Recovery (Healer's Handbook pg. 16): 2nd — liberating commandUC, 4th — remove paralysis, 6th — sacred bondAPG, 8th — freedom of movement, 10th — cleanseAPG, 12th — heroes' feast, 14th — joyful raptureUM, 16th — protection from spells, 18th — mass heal.
Revenge (Horror Adventures pg. 72): 2nd — magic fang, 4th — slipstreamAPG, 6th — rage, 8th — moonstruckAPG, 10th — beast shape III, 12th — vengeful outrageUM, 14th — phantasmal revengeAPG, 16th — seamantleAPG, 18th — storm of vengeance.
Rot (Blood of the Coven pg. 17): 2nd — decompose corpse, 4th — warp wood, 6th — fungal infestation, 8th — fleshworm infestation, 10th — plague carrier, 12th — epidemic, 14th — creeping doom, 16th — horrid wilting, 18th — cursed earth.
Shadow (Advanced Player's Guide pg. 70): 2nd — silent image, 4th — darkness, 6th — deeper darkness, 8th — shadow conjuration, 10th — shadow evocation, 12th — shadow walk, 14th — shadow conjuration (greater), 16th — shadow evocation (greater), 18th — shades.
Space (Horror Adventures pg. 72): 2nd — mirror strikeUC, 4th — twisted spaceUM, 6th — blink, 8th — dimension door, 10th — hostile juxtapositionUC, 12th — repulsion, 14th — walk through spaceUC, 16th — bilocationOA, 18th — teleportation circle.
Spirits (Ultimate Magic pg. 83): 2nd — ghostbane dirge, 4th — invisibility, 6th — speak with dead, 8th — spiritual ally, 10th — mass ghostbane dirge, 12th — shadow walk, 14th — ethereal jaunt, 16th — planar ally, 18th — etherealness.
Spring (Ultimate Wilderness pg. 88): 2nd — feather fall, 4th — alter self, 6th — pup shape, 8th — true form, 10th — lightning arc, 12th — chain lightning, 14th — control weather, 16th — stormbolts, 18th — time stop.
Stars (Ultimate Magic pg. 83): 2nd — faerie fire, 4th — dust of twilight, 6th — guiding star, 8th — wandering star motes, 10th — dream, 12th — cloak of dreams, 14th — circle of clarity, 16th — euphoric tranquility, 18th — astral projection.
Storms (Heroes of the Wild pg. 13): 2nd — obscuring mist, 4th — fog cloud, 6th — call lightning, 8th — ice storm, 10th — call lightning storm, 12th — wind walk, 14th — control weather, 16th — whirlwind, 18th — storm of vengeance.
Strength (Advanced Player's Guide pg. 70): 2nd — divine favor, 4th — bull's strength, 6th — greater magic weapon, 8th — divine power, 10th — righteous might, 12th — bull's strength (mass), 14th — giant form I, 16th — giant form II, 18th — shapechange.
Summer (Ultimate Wilderness pg. 88, Heroes of the Wild pg. 13): 2nd — goodberry, 4th — flaming sphere, 6th — daylight, 8th — greater flaming sphere, 10th — wall of fire, 12th — sirocco, 14th — sunbeam, 16th — sunburst, 18th — fiery body.
Thorns (Ultimate Wilderness pg. 88, Heroes of the Wild pg. 13): 2nd — thorn javelin, 4th — wrath, 6th — thorny entanglement, 8th — thorn body, 10th — wall of thorns, 12th — blade barrier, 14th — repulsion, 16th — mage's sword, 18th — wooden phalanx.
Time (Ultimate Magic pg. 83): 2nd — ventriloquism, 4th — silence, 6th — haste, 8th — threefold aspect, 10th — teleport, 12th — disintegrate, 14th — expend, 16th — temporal stasis, 18th — time stop.
Transformation (Advanced Player's Guide pg. 70): 2nd — jump, 4th — bear's endurance, 6th — beast shape I, 8th — beast shape II, 10th — beast shape III, 12th — form of the dragon I, 14th — form of the dragon II, 16th — form of the dragon III, 18th — shapechange.
Trickery (Advanced Player's Guide pg. 70): 2nd — animate rope, 4th — mirror image, 6th — major image, 8th — hallucinatory terrain, 10th — mirage arcana, 12th — mislead, 14th — reverse gravity, 16th — screen, 18th — time stop.
Vengeance (Ultimate Magic pg. 83): 2nd — burning hands, 4th — burning gaze, 6th — pain strike, 8th — shout, 10th — symbol of pain, 12th — mass pain strike, 14th — phantasmal revenge, 16th — incendiary cloud, 18th — winds of vengeance.
Water (Advanced Player's Guide pg. 70): 2nd — bless water/curse water, 4th — slipstream, 6th — water breathing, 8th — control water, 10th — geyser, 12th — elemental body III (water only), 14th — elemental body IV (water only), 16th — seamantle, 18th — tsunami.
Winter (Ultimate Wilderness pg. 88, Ultimate Magic pg. 83): 2nd — unshakable chill, 4th — resist energy (cold only), 6th — ice storm, 8th — wall of ice, 10th — cone of cold, 12th — freezing sphere, 14th — control weather, 16th — polar ray, 18th — polar midnight.
Wisdom (Advanced Player's Guide pg. 70): 2nd — shield of faith, 4th — owl's wisdom, 6th — magic vestment, 8th — globe of invulnerability (lesser), 10th — dream, 12th — globe of invulnerability (greater), 14th — spell turning, 16th — protection from spells, 18th — mage's disjunction.
Woodlands (Ultimate Wilderness pg. 89): 2nd — entangle, 4th — accelerate poison, 6th — lily pad stride, 8th — grove of respite, 10th — tree stride, 12th — repel wood, 14th — animate plants, 16th — control plants, 18th — shambler.