Witchcraft

Curse Fragments

 * Serpris - Causes the curse to deal 1d4 poison damage to the target for each turn it's in effect.
 * Exo - Extends the duration of the curse by 1 turn.
 * Ignit - The curse deals 1d6 fire damage to the target upon being cast.
 * Lyza - The curse will cause temporary paralysis to the target, preventing them from making a movement action on their next turn.
 * Malus - Causes the curse to deal 1d4 physical damage each turn the target does not move.
 * Deprav - Each time the curse deals damage to the target, the witch is healed for half the amount dealt.
 * Woun - The curse deals 1d8 physical damage to the target upon being cast.
 * Spiris - All damage dealt by the curse is dealt as supernatural damage instead.
 * Inpa - Causes the curse to weaken the target, reducing the damage of all attacks they make by 2 for it's duration.
 * Mos - The curse reduces the targets armor by 1 for the duration of the curse.
 * Dran - The target of the curse suffers a -2 penalty to all attack rolls for the duration of the curse.
 * Wisp - While the curse is in effect, the target must make a will save to cast spells.
 * Delfi - The target takes an additional 1d4 supernatural damage any time they receive damage from a source other than the curse.
 * Flam - The curse conjures phantom flames around the target, forcing them to make a will save or else take 1d6 fire damage.
 * Nero - If the target dies while under the curse, they are resurrected under the witches control but lose 5% of their total HP per turn.

Rituals

 * Inmortui Evocatis - For every round the ritual is invoked, the witch summons a spirit from beyond the grave that will attack the nearest enemy target within 30 feet, dealing 1d10 supernatural damage to it.
 * Ignis Infernalis - The witch creates a protective circle 15 feet wide from their position, then summons the fires of Hell outside of this circle dealing 1d8 fire damage to anyone caught in the flames for each round the ritual is maintained.
 * De Vita Et Obitu - For each round the witch maintains the ritual, all damage dealt to either enemies or party members within 30 feet will heal the witch and other party members within 10 feet of them for 1/2 the amount.
 * Ridetur Miseria - While the witch maintains this ritual, each time a party member within 30 feet takes damage, they gain a stacking +4 bonus to all damage dealt.
 * Nihil Solvamus - While this ritual remains active, party members within 30 feet are immune to control effects (sleep, snare, charm, etc).