publish: true
aliases:
- Purple Magic
created: 2026-03-09T12:15:33.946-04:00
modified: 2026-03-09T12:15:33.946-04:00
published: 2026-03-09T12:15:33.946-04:00
tags: - ttrpg-cli/compendium/src/5e/valdaspire24
- ttrpg-cli/subclass/witch/purple
cssclasses: - json5e-class
obsidianUIMode: preview
Purple Magic
Witch: Subclass Feature
Source: Valda’s Spire of Secrets (2024)
Class and Feature Progression
Level PB Features 1st +2 2nd +2 3rd +2 Purple Magic 4th +2 5th +3 6th +3 False Authority 7th +3 8th +3 9th +4 10th +4 Deceitful Transposition 11th +4 12th +4 13th +5 14th +5 Waking Nightmare 15th +5 16th +5 17th +6 18th +6 19th +6 20th +6
Enchant and Beguile Your Foes
Purple Magic holds sway over the domains of illusions and enchantments that take hold over people’s minds, as well as anything that is not quite as it seems. Practitioners of this craft are puppet masters, shaping the apparent reality around them with the ease of a marionette.
Subclass Features
Purple Magic Spells (Level 3)
When you reach a Witch level specified in the Purple Magic Spells table, you thereafter always have the listed spells prepared.
Purple Magic Spells
| Witch Level | Spells |
|---|---|
| 3 | Disguise Self, Hex: Hallucination, Invisibility, Silent Image, Suggestion |
| 5 | Hypnotic Pattern, Major Image |
| 7 | Confusion, Private Sanctum |
| 9 | Modify Memory, Seeming |
| ^purple-magic-spells |
Hallucination (Level 3)
You gain the Hex: Hallucination cantrip. This cantrip is exclusive to this subclass.
False Authority (Level 6)
When you cast Disguise Self, you can modify it so that you appear as a figure of authority to anyone who sees you. You don’t choose your appearance; rather, your appearance varies from observer to another. For example, a blacksmith might see you as a guild master, whereas a soldier might see you as a captain.
Deceitful Transposition (Level 10)
You can take a Bonus Action to create an illusory disguise over two creatures within 60 feet of yourself, making it seem as if they have teleported and switched places. The disguise extends to the target’s voices, sounds, smells, etc. Disguised creatures don’t perceive any part of the illusion.
A creature can take a Study action to examine a magically disguised creature and make an Intelligence (Investigation) check against your spell save DC. On a success, the creature can see both illusory creatures for what they are.
This illusion lasts until the end of your next turn, and it ends early if either disguised creature takes an action that the other can’t take (such as casting a spell), if you have the Incapacitated condition, or if you dismiss it (no action required).
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.
Waking Nightmare (Level 14)
You can warp everything a creature sees into a hellscape full of terrible creatures. When a creature fails its saving throw against your Hex: Hallucination cantrip, you can further distort its mind. The creature has the Frenzied condition. A creature with the Frenzied condition loses the ability to distinguish between friend and foe, regarding all creatures it can see as enemies. While Frenzied, the creature chooses the targets for its attacks, spells, and abilities randomly from among the creatures it can see within range, and it must make an Opportunity Attack if any creature provokes one. The Frenzied condition ends after 1 minute, or when the spell ends.
Once you use this feature, you can’t use it again until you finish a Short or Long Rest. You can also restore your use of it by expending a level 2+ spell slot (no action required).