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c873788's Guide to Witches

Jun 03, 2018

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    Pathfinder Guide to Witches

    Let me start off by saying that Treantmonk has set the industry standard for writing qualityclass guides and I will be using the same colour coding and asterisks he uses to grade various

    options. That means:

    Red * -bad option or nearly useless ability

    Orange **-ok option, or useful but only in rare circumstances

    Green ***-Strong choice

    Blue ****-Must-have

    Introduction

    I wrote this guide for two reasons. Nobody else has bothered to write one. Secondly, I like

    playing witches. For me, they have so much flavour compared to other classes. Who else can

    vomit a swarm of spiders over your enemies and then cackle about it?

    The Roles

    The witch class, for my mind, is one class that does not really need to be tied down to any role.

    They do not suffer from MAD (multiple attribute distribution) syndrome and are quite capable of

    performing several roles without great sacrifice. If you wanted to lock your witch into a specific

    role then consider the following:

    The Buffer / Debuffer

    The witch has a wide range of hexes and spells that can help buff the party. Hexes include

    ward which gives a long term saving throw and armour class bonus to a character or the fortune

    hex which allows re-rolls. The witch also has some buffing spells to offer such as false life,

    mage armour, enlarge person, heroism are some examples.

    The witch is particular strong in the debuff department with hexes such as misfortune and evil

    eye which help undermine their saving throws, armour class, abilities and/or attacks. Then you

    have hexes such as death curse, agony and forced reincarnation which all do horrible things toyour enemy if they fail their saves. There seems to be an endless array of spells to choose for

    debuffing including pox pustules, bestow curse, blindness / deafness to name just a few. If this

    is your style then the choice seems almost endless.

    The Support role

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    Surprisingly, the witch can fill the bards shoes most adequately with this role even though the

    class mechanics of the two are completely different. What they do have in common is that they

    both have access to an arcane spell list with divine support spells thrown in to make them both

    extremely versatile. So while the witch has access to many useful arcane spells, they can also

    use divine spells such as cure wounds spells, find traps, remove disease / blindness / deafness

    / curses which are all important at various times to the continued success of the party. Thismeans they can also use cure wands and various scrolls which also augments their ability to

    function in a support role.

    The Battlefield Controller

    The witch is well suited to this role for although they do not have the same range of spells as

    a wizard, the spells they can choose from are heavily littered with battlefield control choices.

    Choices include fog cloud, summon swarm, vomit swarm, glitterdust, sleet storm, stinking cloud,

    black tentacles, ice storm, solid fog, cloudkill and more. As you can see, you can really go to

    town with this if this is the flavour you like.

    Final Thoughts on Roles

    As I mentioned earlier, the witch does not suffer from MAD and is also not feat starved. So

    there is no reason why you couldnt create a character that can perform several of these roles

    if you are so inclined. Because you are a full spellcasting class its generally not a good idea to

    multiclass.

    If you do want to venture away from the witch class at later levels, a fellow using the non de

    plume Abraham Spalding that I had brief discussions with on the pathfinder forums has

    suggested using prestige classes such as the Loremaster or the Pathfinder Savant. The

    Loremaster is useful if you want to play the know it all without losing your full spell progressionas a witch. The Pathfinder savant is in Seeker of Secrets, and is available for pathfinder society

    play. The prerequisites include 2nd level spell casting, 5 ranks in a couple of skills and some

    feats (the feat requirements are changed for PFS). The benefits include 1/2 PrC level on

    spellcraft, UMD and K(arcana) in addition to being able to take 10 on UMD checks; 1 spell off

    of any spell list added to your spell list for all but 1 level of the PrC (this spell if not already on

    your list counts as one spell level higher than it normally would); the ability to use scrolls at your

    caster level instead of the caster level they are scribed at; and the last ability you would want to

    choose is swift identify as a spell-like ability twice per day.

    Other things to know about the witch are that she can be quite powerful at low to mid levels as

    her hexes can be so potent that they are sometimes a better option than casting a spell. This

    is important for although you are a full spellcaster, you dont get bonus spells from specialising

    or bonus spells from domains and using hexes is a way to avoid using up your spells too

    quickly. Witches draw a mixed bag when it come to their spell lists. They dont get anywhere

    near as many spells to pick from as a wizard. However, they do get access to some excellent

    divine spells so the witch can easily backup as the secondary healer with judicious use of cure

    wounds spells, healing hexes and wands. Finally, witches are squishy. You do not want to

    find yourself on the front of the battle line if it can be avoided. You are the controller / buffer /

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    manipulator but you are NOT the fighter. That role is best left to the expendable meatshields in

    front of you.

    The Ability ScoresStrength (Str) *

    Not important. You are not a combatant. This can be a dump stat if you desire.

    Dexterity (Dex) ***

    Somewhat important. Higher reflex saves and higher armour class helps keep you alive.

    Constitution (Con) ***

    Somewhat important. Higher fortitude saves and more hit points helps keep you alive.

    Intelligence (Int) ****

    Vital. This is your primary attribute. It affects your skill points, grants you more spells, and

    gives you higher DCs for your hexes and spells. Do not skimp on this.

    Wisdom (Wis) **

    Not that important but it does give a bonus to your will saves. Also useful to have for sense

    motive and perception skills. Not really a dump stat, but you dont need to put any points in it

    either if you are starved for points.

    Charisma (Cha) *

    Potentially another dump stat unless you want to be the face of the party or if you want to boostyour UMD skill.

    Races

    Dwarf **

    No bonus to Intelligence is a drawback. The bonus to Constitution is nice and the penalty to

    Charisma doesnt hurt. Darkvision is an added bonus but this is balanced out by the 20 feet

    base speed. You want to be able to move quickly to get away from danger being a squishy.

    Elf ****

    They get a bonus to Intelligence and Dexterity which is great. This is tempered somewhat by

    the drop in Constitution. Still, that bonus to Intelligence is what really matters. On top of this,

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    low light vision, +2 SR bonus for spellcasting and +2 to perception skill (probably the most

    important skill in the game) all add up to a first class choice for witches. The Dreamspeaker

    elven racial alternative trait is also worth considering as it will add +1 to the DC of their slumber

    hexes and it also provides some other nice bonuses.

    Gnome **

    Again, no intelligence means I cant give this race a strong rating. While the bonus to

    Constitution helps and the penalty to strength is irrelevant, the race is again hurt by only having

    a 20 feet base speed. The small size gives a small boost to AC and attack rolls but is not

    enough to make this more than just an ok option.

    Half Elf ***

    A good choice as you can put your bonus into Intelligence. I put this racial choice slightly

    behind Elf and Human because it doesnt get the bonus feat or the +2 SR bonus that elves get.

    Its not far away from being a blue choice and if you like playing half elves, then dont shy away

    from this.

    Half Orc ***

    Another choice that is almost blue as again you can put your bonus into Intelligence. The

    Darkvision and Orc Ferocity are very nice features as well.

    Halfling **

    The lack of Intelligence bonus means that I can only give this race an ok rating. The bonus to

    Dexterity is nice and the penalty is for a dump stat. Its another race also impacted by being

    slow but the other features make up for this which include the small bonuses to AC and attack,

    the bonus to all saving throws and bonus to perception.

    Human ****

    They tick all the right boxes: bonus to Intelligence, bonus feat, bonus skill points. This all adds

    up to a first class choice.

    Skills

    Witches only get 2 skill points per level. However, this is going to be boosted by putting your

    most points into Intelligence (hopefully). This should give you roughly anywhere between 5and 7 points to play with. Im not going to list every skill. Ill just mention a few that are worth

    considering.

    Craft ** (class skill)

    This is an ok skill that gets boosted to 4 stars if you take Craft (Alchemy) and pick the Cauldron

    hex as a focus for your character.

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    Fly ** (class skill)

    This is another ok skill that gets boosted to at least 3 stars if you take the Flight hex. Flight hex

    is a very handy hex that most witches would probably select, so this skill is more likely to be

    better than ok for you.

    Heal * (class skill)

    At first glance, youd think this skill deserves higher. However, witches have access to stabilise

    cantrip, cure wounds spells, and the Healing hexes making this skill redundant.

    Intimidate * (class skill)

    Charisma is pretty much a dump stat for most witches. So unless you are going to put points

    into Charisma and wish to be the face of the party, this skill isnt going to be much use to you.

    Knowledge skills ***

    Knowledge skills are always useful to have to garner more information about creatures youhave to fight or your environment. Witches are blessed by having several that are class skills

    including arcana, history, nature, and planes. If you have points to spare, they are not wasted

    by putting a few into knowledge skills. Even a couple of points in each will give you a decent

    score with your high intelligence.

    Perception ****

    Unfortunately, this is not a class skill for witches. Nevertheless, this is probably the most

    important skill in the game. One trick you can use is to rely on the perception of your familar

    (especially the Raven who can speak) to warn you of impending danger as they generally have

    a high skill in this.

    Profession * (class skill)

    This is not really important unless you want it to add flavour to your character.

    Spellcraft **** (class skill)

    This skill has various uses not the least of which is helping you identify magic loot you find. It

    also works off your Intelligence so you should be able to get this skill fairly high to increase your

    chances.

    Use Magic Device **** (class skill)

    You definitely want this skill as using magic items is part and parcel of being a witch. Maximiseskill points into this if possible.

    Feats

    As a squishy spellcaster, combat feats are not going to be much use to you. In fact theres

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    probably only a small pool of feats worth considering unless you are angling for some unusual

    flavour for your witch. My thanks to Mathwei Ap Niall for including ratings and descriptions for

    some feats from the Ultimate Magic book.

    Accursed Hex ****

    A second chance to affect someone with a hex is needed.

    Combat Casting **

    Not as important to you as for other spellcasters because if you are cornered, you still have

    hexes as an option which dont generate attacks of opportunity.

    Dodge **

    This is ok if you have spare feats to spend as witches cant wear armour and every bit helps.

    Extra Hex ****

    Take this feat and dont be afraid to select it multiple times. The good hex selections are worth

    more than a feat so every time you select this you are better off. If a feat were a bishop, then a

    hex is worth a rook.

    Improved Initiative ****

    Going first in a round is always a good thing for a witch. If you can get that save or die spell or

    hex off before the enemy can respond, youre in a strong position.

    Improved Familiar ***

    There is nothing wrong with this feat if you want to boost your familiar. This feat gets an extra

    star moving up from ok because it is so important for witches to keep their familiars alive. They

    are your living spellbooks and anything that boosts their survivability is a good thing.

    Leadership ****

    I consider this feat almost broken. It does mean possibly putting a few points in charisma but

    it gives you your very own meatshield. Your survivability just went up several notches. Check

    with your games master before selecting this one as they may have some issues with it.

    Magical Aptitude **

    A +2 bonus to Spellcraft and UMD is nice but there are probably better options out there for you.

    Scribe Scroll ****This is a very handy feat for the witch to pick to ensure she has just the right scroll to get her

    through a scrap. Get a ring of sustenance and give yourself more downtime when the party

    rests to scribe some of those emergency backup spells. Keep in mind that while this is free for

    wizards, you have to buy this feat as a witch.

    Spell Focus & Greater Spell Focus ***

    This is a solid option without being spectacular. Anything that increases your DCs for your

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    spells is a good thing. No one will call you a chump for selecting these.

    Spell Hex ****

    Very potent and the only way to get an AoE hex effect. Remember your new hex is NOT a SU

    ability so spell resistance applies.

    Spell Penetration ***

    Its a solid choice for the same reasons as Spell Focus. Anything that helps you get that spell

    off is useful.

    Split Hex ****

    Get two targets on one hex is VERY needed and doubles the range of your hexes (affect two

    targets within 60 feat of you instead of 30) Makes cackle even stronger. Not available until 10th

    level.

    Toughness **

    Its an ok choice as a witch is always going to want more hit points. Probably take it at first level

    or not bother at all.

    Hexes

    Hexes are magical tricks the witch learns as she progresses in levels. She starts with 1 hex at

    first level and then gains an additional hex every even level. At 10th level she gains access to

    more powerful hexes called major hexes and at 18th level the witch gains access to the most

    powerful hexes called grand hexes.

    From the outset, hexes are a powerful addition to the witchs arsenal often surpassing her

    spellcasting as a better option in some combat situations. While hexes only start out with a 30

    foot range, the witch does not provoke attacks of opportunity when using them. The save to

    resist her hexes are 10 + her witch level + her Intelligence modifier.

    My thanks to Mathwei Ap Niall and pad300 for including ratings and descriptions for hexes from

    the Ultimate Magic book.

    Blight *

    Not terribly useful except for a games master who wanted to use an NPC witch with this ability

    for a background story / adventure plot.

    Cackle ****

    Uses a MOVE not a STANDARD action to extend all fortune, misfortune, evil eye, charm and

    agony hexes already in effect within 30 feet by 1 round. This is great synergy for hexes you

    have already used.

    Cauldron **

    This choice is ok if you want to spend your downtime creating potions for the party. Remember

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    to pick up Craft(Alchemy) as well.

    Charm **

    This hex is alright but becomes more useful when you reach 8th level when the effect improves

    the attitude of the target by 2 steps.

    Coven *

    This is not a great choice as the opportunity for you to use this will rarely come up if ever. Of

    course, if you have other witches in your party then this choice becomes a reasonable choice.

    While this may not be very useful for PC Witches, it can be very handy for NPC witches.

    Mathwei ap Niall from the pathfinder forums has a different take on this hex and believes it has

    great synergy with the Leadership feat to give it a much higher rating in his view. His comments

    below: This is what Leadership is for, add this feat and this becomes nearly game breakingly

    good.

    [i]animate dead, baleful polymorph, blight, bestow curse, clairaudience, clairvoyance,charm

    monster, commune, control weather, dream, forcecage, mind blank, mirage arcana, reincarnate,

    speak with dead, veil, vision[/i]

    All pretty much at will with DC's in the mid 20's and up with and also add a +2 to caster level on

    any spell or hex you ever decide to cast.

    I've always considered this as the most powerful Hex out there if you can handle waiting till 6th

    level to get it.

    Disguise **

    Depending on how you play, this could be useful for interaction with NPCs in social settings.

    You disguise yourself like the spell Disguise Self which allows you to change your appearance

    for an hour per level in hour incremental slots. Pretend to be an important dignitary, a townguard, a jailer, a member of a cult - the list is endless.

    Evil Eye ****

    Wonderful debuff hex that gives a -2 penalty to an ability roll, attack, saving throw, skill check or

    AC (witchs choice). The beauty of this hex is that it works for one round even if your opponent

    makes their will save. Combines wonderfully well with Cackle.

    Feral Speech ***

    You can speak with animals with some limitations. A solid utility, but still a secondary choice. -

    light green

    Flight ****

    By 5th level you have Feather Fall at will; +4 on swim checks; levitate once per day; AND flight

    5 times per day at a minute per use. That's the equivalent of many spell slots and more powerful

    than nearly all Feats I can think of.

    Fortune ***

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    This hex grants a creature within 30 feet to reroll any attack roll, ability check, saving throw or

    skill check in a round (2 rounds at 8th level) and take the better roll. You can extend this with

    cackle. Nice.

    Healing ***

    By 5th level you can cast Cure Moderate Wounds to everyone in your party plus all the cohorts,animal companions and familiars as well plus any NPC's you encounter. A typical party of say

    5 characters, a familiar and an animal companion would mean 7 uses of a 2nd level spell slot a

    day for one hex if everyone got injured. Good value.

    Misfortune ****

    Devastating hex which causes a creature within 30 feet to reroll any attack roll, ability check,

    saving throw or skill check in a round (2 rounds at 8th level) and take the worse roll. The beauty

    of this hex is combining it with the Cackle hex to extend the misfortune on indefinitely if you

    keep cackling each round. This hex CAN be combined with Evil Eye on a creature for even

    more devastation.

    Poison Steep **

    The synergy with Beguiling Gift is awesome and since it does a pound of items for a day you

    will ALWAYS have poisoned candies to use (I like raisins myself, a pound of those will go a long

    way). Solid green if you focus on it as a main tactic otherwise orange. It's great but requires

    several steps to make it work.

    Prehensile Hair ***

    Oh yes. A third hand that gives you a free reach attack with your int bonus added to damage is

    good enough but the ability to use 2 metamagic rods a round while still having a hand free to

    cast is just uber.

    Slumber ****

    Causes a creature within 30 feet to fall asleep for 1 round per witch level if they fail their Will

    save. Simply devastating as only damage or another creature spending a standard action can

    wake them.

    Swamp Hag **

    Allows you to walk over mud and quicksand as if it were normal ground and leaving no trail.

    Potentially strong for a character who will only be in a swamp environment.

    Tongues **

    This is ok giving you comprehend languages and then tongues at 5th level for minutes per

    day. There are probably better choices given that you get lots of bonus languages for your high

    Intelligence anyway.

    Ward ***

    This is a pretty good hex which gives somebody (not the witch) a +2 AC and +2 to saves which

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    increases by +1 at 8th and 16th lvl until they get hit or fail a save. Quite nice.

    Water Lung ***

    Breathe underwater for a minute or sleep underwater. A solid utility, but still a choice

    Agony (Major) ***60 foot range but you can do better than just nauseate a target at this level.

    Beast Eye (Major) **

    If you have some reliable method of controlling regular animals, this becomes much more useful

    (Green with animal control, Yellow without).

    Cook People (Major) ***

    Evil beyond all doubt but the product is awesome. 1 HOURbuff on any or all stats, freedom

    from poison and a SMALL sized Homonculus servant ? Sign my up, I'll take the alignment hit for

    this plus it gives me something to do with all those bodies parties tend to leave lying around.

    Hags Eye (Major) **

    Like an arcane eye spell

    Ice Tomb (Major) ****

    Just yes, it's a witch's joygasm wrapped in puppies and candy. It's better than a gorgons gaze

    for rendering an opponent useless and has a higher save DC too.

    Major Healing (Major) ***

    By this level there a better healing choices for some classes but still is nice to have. Functions

    the same as Healing hex but is for Cure Serious Wounds and Cure Critical Wounds at 15th

    level.

    Nightmares (Major) *

    Takes too long and only affects them when they go to sleep. This is for NPC witches.

    Retribution (Major) ***

    Probably the pick of the major hexes. Whenever your enemy hits your allies, they take half the

    damage they dish out and this damage cannot be mitigated in anyway.

    Vision (Major) **You can grant visions of the future. Ok hex to use outside of combat.

    Waxen Image (Major) **

    Powerful hex that gives you some control over the enemy but it takes too long to take effect.

    Weather Control (Major) **

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    Takes 1 full hour to influence the weather. Too situational to be given a good rating but under

    the right circumstances could be very handy given its flexibility.

    Witch's Brew (Major) ***

    The only way to get past that 1 potion per day limit. Not as amazing as the other options but a

    solid working class ability that (depending on your GM's enforcement of the one magic item perday rule) can really improve your flexibility.

    Death Curse (Grand) **

    A powerful hex that can kill your opponent but simply takes too long to take effect with multiple

    saves over 3 rounds.

    Eternal Slumber (Grand) **

    You can already put creatures to sleep effectively with Slumber. Doing it on a more permanent

    basis is not really going to help you while in combat.

    Forced Reincarnation (Grand) ****

    This hex gets a good rating simply for its flavour. You point your finger at someone causing

    them a painful death before they reincarnate into some random creature type if they fail their

    save. On top of this, they lose 2 levels. Nice.

    Life Giver (Grand) ****

    Resurrection to anyone once a day. Potent.

    Natural Disaster (Grand) ****

    This gets 4 stars for flavour alone. You stand there concentrating calling down the wrathful

    forces of nature causing an acidic storm of vengeance and earthquakes on those who dare defyyou.

    Summon Spirit (Grand) ****

    First grand hex that I actually look forward to getting. Access to any spell you want, from any

    list...Need a bunch of wish spells? Call up the ghost of an 18th level sorceror - you will have a

    minimum of 3... For the low price of 1800 gp and material component costs (and the ghost might

    cut you a break on those...). Oracles are a fun source of cleric spells...

    Witchs FamiliarThe familiar is the achilles heel of the witch class. Your familiar is your spellbook and if it dies

    you have to wait one day to replace it through a ritual that lasts 8 hours and costs 500 gp per

    witch level. Furthermore, you will lose a lot of the spells you once knew as the new familiar

    will only know your cantrips and 2 spells of every level the witch is able to cast. So with this in

    mind, it is important to pick a familiar that is easy to keep alive. Ways to do this include picking

    a familiar that can fly (raven is a very good choice as it can speak a language); selecting a

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    familiar that is really small so you can hide it on your person (scorpion is a nice choice as you

    get an initiative bonus); or picking the Improved Familiar feat to select a familiar thats a little

    tougher and therefore more survivable. Another consideration is selecting a familiar with an

    opposible thumb so that it can hold and use a wand. I wont rate all the different familiars as I

    think for each witch this is a very personal choice that helps reflect the style of character they

    may wish to play.

    Patron Spells

    Patron Spells adds new spells to a witchs list of spells known as she gains even levels. This

    is fairly important as the witch does not have the same breadth of spell selection as the wizard.

    The patron spells can also help really shape the style of witch you wish to play. For instance,

    if you chose the Elements list then you are interested in creating a witch that has the ability to

    function as a blaster with such spells as fireball and flame strike. All of the lists have useful

    spells in them so pick one on the basis of the flavour youre seeking. Given that witches are so

    squishy, I can highly recommend the Deception list and the Trickery list as these both give you

    access to spells that improve your survivability at an early level including invisibility, confusion

    or mirror image. Another useful list at later levels is Shadow which gives you access to Shadow

    Conjuration at 8th level and Shadow Evocation at 10th level.

    Mathwei ap Neillfrom the pathfinder forums has kindly provided a more detailed breakdown on

    the patron spells. Please see below:

    I will go into each Patron as these optional spells can completely change how you play a given

    witch. As an explanation for my ratings I will state that I see witches as filling one of three sub-

    roles (Party Support (PS): who focus their abilities on improving and saving the group, Combat

    Caster (CC): who focus on de-buffing/damaging the enemies, and Prima-Donnas (PD): whoare all about using their spells and abilities to improve their own survivability and personal

    performance). Every witch can fill these roles but based on patron and hex choices a definite

    focus will develop.

    The color choices will be based on how effective the patron is for all witch roles in general with a

    note of which role can get the most benefit from it.

    Agility: An excellent choice for PSand PDbut lacking anything for a CC. Add to it Haste at 6th

    level and the only way a witch can cast it makes this a Patron solid choice for most Witches.

    2ndjump, 4thcats grace, 6thhaste, 8thfreedom of movement, 10thpolymorph,

    12thcats grace (mass), 4thethereal jaunt, 16thanimal shapes, 18thshapechange.

    Ancestors:An excellent choice for those interested in buffing the party or themselves for

    combat. Contains some of the most dependable wide ranging buffs from the divine spells.

    2nd - Bless, 4th - Aid, 6th - Prayer, 8th - Blessing of Fervor**, 10th - Commune, 12th - Heroism,

    14th - Refuge, 16th - Euphoric ranquility**, 18th - Choose Fate*.

    Animals: An iconic choice for all witch types CCand PDtend to gain the most from this patron

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    2nd - Memory Lapse**, 4th - Hideous Laughter, 6th - Mad Hallucination*, 8th - Confusion, 10th -

    Mind Fog, 12th - Envious Urge*, 14th - Insanity, 16th - Symbol of insanity, 18th - Overwhelming

    Presence*.

    Light: Suprisingly good patron for CC, adding mostly new spells and several interesting direct

    damage options.There is an issue however since the 18th level power is a duplicate of 16th and we are waiting

    for that typo to be addressed.

    2nd - Dancing Lantern**, 4th - Continual Flame, 6th - Daylight,

    8th - Rainbow Pattern*, 10th - Fire Snake**, 12th - Sirocco**, 14th - Sunbeam, 16th - Sunburst,

    18th ?????.

    Moon: Pretty bad for a patron. the 2nd and 4th level spells are good but the rest are either on

    your list, have poor return for value or are just stupid spells.

    2nd - Darkness, 4th - Darkvision, 6th - Owls Wisdom, 8th - Moonstruck**,10th - Aspect of the

    Wolf **, 12th - Control Water, 14th - Lunar Veil*, 16th - Horrid Wilting, 18th - Meteor Swarm.

    Occult: A more refined version of the old plague patron, this is more focused and well designed

    granting a PD some much needed minion options.

    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.

    Plague: Necromancy, an unlikely choice for most witches but some PDs will find the idea of

    potent undead minions an acceptable way to increase their personal power and defense.

    2nddetect undead, 4thcommand undead, 6thcontagion, 8thanimate dead, 10thgiant

    vermin, 12thcreate undead, 14thcontrol undead, 16thcreate greater undead, 18thenergy drain.

    Portents: Not a bad option for PS, but its more focused on the spells youd go to an NPC or

    keep on a scroll then an adventurer would use.

    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.

    Shadow: A powerful choice for all roles, capable of mimicking many other spells makes this an

    extremely powerful and versatile Patron.

    2ndsilent image, 4thdarkness, 6thdeeper darkness, 8thshadow conjuration, 10th

    shadow evocation, 12thshadow walk, 14thshadow conjuration (greater), 16thshadow

    evocation (greater), 18thshades.

    Spirits: Several strong options for the CC or PD witch with the ever popular invisibility and the

    excellent Planar Ally to keep the damage up. Strong travel options as well.

    2nd - Ghostbane Dirge**, 4th - Invisibility, 6th - Speak with Dead,

    8th - Spiritual Ally**, 10th - Mass Ghostbane dirge**, 12th - Shadow Walk, 14th - Ethereal Jaunt,

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    16th - Planar Ally, 18th - Etherealness.

    Stars: Some strong spell choices but thewitch already gets them on their spell list and the PS

    will have taken them immediately instead of waiting a level for them, Pass on this.

    2ndfaerie fire, 4thdust of twilight**, 6th-guiding star**, 8thwandering star motes**, 10th

    dream, 12thcloak of dreams**, 14thcircle of clarity*, 16theuphoric tranquility**, 18thastral projection.

    Strength: Though having some options for PSthis is strictly a PDpatron, and a pretty bad

    one at that. Filled strictly offensive self buffs that require getting into melee where you lack

    the weapon skills, BAB or armor to function. Unless you are planning on going Gish skip this

    patron at all costs.

    2nddivine favor, 4thbulls strength, 6thgreater magic weapon, 8thdivine power,

    10thrighteous might, 12thbulls strength (mass), 14thgiant form I, 16th

    Giant form II, 18thshapechange.

    Time: Probably my new favorite Patron for PS or PD. The ever popular Haste, Threefold

    Aspect, Time Stop and Teleport makes for amazing options.

    I personally believe the Silence was a mistake and was supposed to be Slow but either way it

    grants some serious battlefield control.

    2nd-Ventriloquism, 4th-silence, 6th-haste, 8th- Threefold Aspect**, 10th-teleport, 12th-

    disintegrate, 14th-expend**, 16th-temporal stasis, 18th-time stop.

    Transformation: This is the default PDpatron composed of the best self buffs and combat

    increasing spells you can get. However it offers nothing for the other roles and requires the

    witch to get into melee which is bad.

    2ndjump, 4thbears endurance, 6thbeast shape I, 8thbeast shape II, 10thbeastshape III, 12thform of the dragon I, 14thform of the dragon II, 16thform of the dragon III,

    18thshapechange.

    Trickery: A well rounded patron offering something worthwhile for each role its lack of focus is

    its only flaw. If you want to be a generalist witch this is one of the better choices for patron.

    2ndanimate rope, 4thmirror image, 6thmajor image, 8thphantasmal killer, 10th

    mirage arcana, 12thmislead, 14threverse gravity, 16thscreen, 18thtime stop.

    Vengeance: Just bad, a collection of spells the witch either already gets are should never take.

    A waste of a cool patron name.

    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: Unless you are planning nautically themed adventures skip this patron and even then

    there are better choices. If you do decide to use it this is mostly a PD patron. The few attack

    spells in it dont offer enough for a CC to utilize.

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    2ndbless water/curse water, 4thslipstream*, 6thwater breathing, 8thcontrol water,

    10thgeyser*, 12thelemental body III (water only), 14thelemental body IV (water only),

    16thseamantle*, 18thtsunami*.

    Wisdom: Another predominately PDpatron it does offer some benefit to PSwitches who wish

    to focus on preventing damage to the party.2ndshield of faith, 4thowls wisdom, 6thmagic vestment, 8thglobe of invulnerability

    (lesser), 10thdream, 12thglobe of invulnerability (greater), 14thspell turning, 16th

    protection from spells, 18thmages disjunction.

    Winter: If I could rate this lower then red I would. Full of spells you already get or have been

    nerfed to the ground or can be done better with a Hex. Lets just pretend it doesnt exist ok?

    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*.

    Witch Spells

    I am not going to rate all the arcane spells that are also available to wizards and sorcerers in the

    core rulebook as these are already well covered by Treantmonk in his guide on wizards: http://

    dl.dropbox.com/u/23580224/Treantmonk%27s%20Guide%20to%20Wizards%20Being.pdf

    His ideas on the rating of these spells is very close to how I feel so there is no use rehashing all

    of this. Special thanks to pipedreamsam who has made a substantial contribution to the spell

    list ratings below.

    0-Level Witch Spells

    Arcane Mark *

    Can't think of a single use for this spell it just seems pointless.

    Bleed *

    Cause a creature who has stabilized to resume dying. Never worth the standard action incombat.

    Dancing Lights ***Movable lights (no concentration) that act as torches and easilly scare commoners, shortduration though.

    Daze ***

    Pretty good at low levels after that we have better uses for a standard action.

    Detect Magic ****

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    Great spell that always has a spot in my daily memorizations.

    Detect Poison **

    Only practical use I can think of is to use on suspicious food/drink. Never used during combat.

    Guidance ***

    A +1 is pretty useful at low levels, use out of combat right before allies make skill checks.

    Light ***

    Comparable to dancing lights, but longer duration, smaller lit up area and you have to carry thelit item with you. Also much harder to scare commoners with.

    Mending **

    Decently useful minor repairs. Even works on magic items.

    Message **

    Circumstantially useful way to whisper at a moderate distance.

    Read Magic ****

    Needed to read scrolls, always prepared.

    putrefy food and drink **

    Given the limit of cantrips you can remember this is probably not the best choice. This is

    something a game master might give an NPC witch.

    Resistance **

    An ok way to boost saves at low levels. Stacks with almost nothing.

    spark ***This potentially has some very powerful uses if you have enough imagination and you like to

    cause trouble.

    stabilize ****

    So you can stop an ally dying at range? A must have.

    Touch of Fatigue *

    A very easy way to put yourself in melee and waste your turn.

    1st-Level Witch Spells

    beguiling gift **

    Cause someone to use or consume a proffered item if they fail their will save. This could have

    potential given the right circumstances.

    Bungle **

    SoL that is basically an autofail on one roll for an enemy. You can hold the charge for a few

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    Enlarge Person ***

    Make the melee brawler better at hitting stuff harder than usual.

    Forced quiet **

    A utility spell for the rogue or a good way to stop the lone guard who noticed you sneakingabout from yelling. Scroll?

    Frostbite *

    Like chill touch, but fatigues instead of dealing Str damage, the damage is cold (nonlethal) andmultiple fatigues will not make the monster exhausted.

    Fumbletongue **

    An ok SOL, but there are better SOLs at this level (Command to drop spell component pouch?)

    Hex Ward **

    A must have if you know you are fighting witches otherwise, its a waste.

    Hypnotism *

    Fascinating doesn't impress me and the HD limit adds to the drawbacks. It helps with improvingattitude, but charm person is better.

    Icicle Dagger *

    Don't waste your time trying to engage in melee. It does get better at higher levels, but at higherlevels your melee abilities are proportionally worse.

    Identify **

    Perfect example of a scroll spell.

    ill omen ***

    While this is redundant because you have a hex that can do something similar, its still a pretty

    good spell.

    Interrogation *

    You likely aren't taking many prisioners and when you do they are almost always humanoid.Use charm person or interrogate the old fashioned way

    Inflict Light Wounds *

    Really low damage with a save for half and at touch range? No thanks.

    Ki Arrow *

    Your strength is likely bad and unarmed strikes aren't exactly your forte. Skip this.

    Mage Armor ***

    Boost AC (works against incorporeal touch attacks as well).

    mask dweomer **

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    So-so spell that I cant see being used too often.

    Mount ***

    A good way to increase your movement speed though the horse is squishy. Can be cast foryour allies too.

    Obscuring Mist ***

    Good way to block vision past 5'. Best used with spells and abilities that do not require a targetyou can see.

    Ray of Enfeeblement *

    Pretty terrible spell since it got nerfed.

    Ray of Sickening *

    Sickened is an ok condition, but the ranged touch attack and save to resist make me want topass.

    Reduce Person **Not a bad spell to increase to-hit and AC also helps dex based builds.

    Restore Corpse **

    Its pretty circumstantial, but really useful when you need it.

    Sanctify Corpse **

    Particularly useful for those enemies who force slain foes to become a weaker version of them.Also lasts a full 24hrs.

    Shadow Weapon *

    Enemy gets a save to disbelieve weapon you crafted and only take 1 point of damage this issomehow worse than icicle dagger.

    Sleep **

    Redundant with the Slumber hex that has no HD limit and a higher DC.

    Summon Minor Monster *

    Pretty much no combat use and no real other use that the next spell can't handle.

    Summon Monster I **

    Short duration and the monsters do not scale up with level, but better utility than the othersummon spell.

    Unbreakable Heart **

    A good way to keep your allies from succumbing to fear affects, but the short duration makesthis impossible to cast out of combat.

    Unprepared combatant ***

    Usually I do not like blasts, but this makes some of them viable, plus it works in conjunction withother spells that target Ref like web. Add in some evil eye and misfortune and then enemy all

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    but autofails.

    Unseen Servant ***

    Great for utility. Use it to keep your wand or rod handy so you can use your move action tocackle.

    Vocal Altercation **

    Not very useful unless you are disguising a lot.

    Youthful appearance *

    Not very useful you don't look like a different person just younger, plus the ogre kills adventurersof all ages.

    2nd-Level Witch Spells

    Alter Self **

    A spell that grants you either a minor str or dex bonus and a potential disguise. Real sellingfeature is that you get abilities like darkvision, swim or scent for 1min/level.

    Augury **

    Ask the DM what is on the other side of the door spell, it can't mislead you, but it isn't 100% sothe answer is more of a guidance than an absolute.

    Blindness/Deafness ***

    Permanent SoL and you pick one or the other upon casting. Permanent blindness is a combatwinner (make sure the target doesn't have an ability like tremorsense or blindsight first.

    Blood Transcription **A pretty creative way to add more spells to your familiar. It doesn't rely on saves so this is aspell I carry one or two scrolls of before going into a dungeon. Note that it does not require thetarget to be humanoid, but it does have the evil descriptor so cast sparingly. Without the scribescroll feat this is pointless.

    Boiling Blood *

    Either do one point of fire damage per round or give an orc the most minor buff for its level I canthink of.

    burning gaze ***

    Yes, there are more powerful spells that can burn your opponent. However, the descriptionis just so cool that I have to give it 3 stars - Your eyes burn like hot coals, allowing you to set

    objects or foes alike. Wow!

    cure moderate wounds ****

    Why do you need a wizard or a cleric in the party when you have a witch that does everything?

    Daze Monster ***

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    Pretty good for the first few levels, but you know what im gonna say about HD limit right?

    Death Knell *

    A really unimpressive self buff. With hexes you can basically make this autosucceed, but why?

    Delay Pain **

    The ability damage/drain it ignores has to be from a pain effect so this makes this supercircumstantial, but in that scenario it has a long duration. If you don't have a cleric or druid this ismore benficial to have at hand.

    Delay Poison **

    Circumstantial? Long duration and before you have the capability of neutralizing poison this is agood spell to have a scroll of.

    Detect Thoughts **

    Only detects surface thoughs and requires concentration for a few rounds, but it can also detectwhere people/monsters are by detecting their thoughts.

    Disfiguring Touch **

    Pretty long duration and your choice of a variety of penalties which are pretty minor. Innovationon landing the touch attack is a key here (spectral hand, prehensile hair, familiar)

    Enthrall **

    Low HD limit, bonus on saves to unfriendly creatures, any hostile action ends spell and if theyfail their save they can try to heckle you to end the effect. Though the number of creaturesaffected is unlimited so you could in theory enthrall an entire city.

    False Life ***

    Cast this at the beginning of the day extra HP is always welcome.

    feast of ashes **

    Not really useful for everyday adventuring but gets an extra star for flavour.

    fester *

    You make it difficult for someone to get healed. There are far more direct and effective ways fordealing with opponents.

    find traps ***

    You are already covering for the wizard and cleric. Why not the rogue as well?

    Fog Cloud ***A good duration and range semi-redundant with some of the other cloud spells so make yourown choice.

    Gentle Repose **

    A pretty circumstantial spell, but a money saver if the fighter dies in the dungeon and you needto get back to town in order to raise him.

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    Ghostly Disguise *

    No good use jumps out at me and if you need a disguise just stick with alter self, at least with ityou can get darkvision or scent.

    glide **

    By the time you can cast this, you can already have a hex that allows you to feather fall andlevitate. Redundant.

    Glitterdust ****

    AoE blindness spell and outlines invisible creatures. Make sure you allies know what you aredoing before you cast.

    Haunting Mists *

    I love spells with partial, but this has no range and its unclear whether or not you are immune tothe wis damage/shaken effect. Hurts allies too.

    hidden speech *Highly situational spell. You only have so many spell slots and I would not want to waste oneon a spell that improves your bluff check for whispering to one another.

    hold person ***

    You get this spell as a 2nd level spell instead of 3rd level like wizards/sorcerers. Target mustsave or is paralyzed but gets a new save attempt each round. If you get this spell off on theright target, it can completely shutdown an encounter.

    inflict moderate wounds **

    Ok, but there are better ways to inflict damage.

    Mad Hallucination ***

    A decent SoL that works best on enemy casters (especially clerics and druids).

    Masterwork Transformation **

    The permanent duration really what makes this orange. Note that you still have to pay theassociated costs.

    Miserable Pity ***

    Stops enemies from attacking you and the only way to end this affect (duration aside) is toattack. Hexes, battlefield control, debuffing, buffing, and summoning can all still be cast.

    perceive cues **Its a pity the target of spell is self as the rogue or scout would surely benefit on decent bonusesto perception.

    Pernicious Poison ***

    No save and this stacks with evil eye a quick vomit swarm on the enemy or an alchemist withswift poisoning and the enemy will be taking a lot of ability damage. Nice duration and attemptsto cure poison get a -4 as well.

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    pox pustules ***

    Lots of flavour. A fun spell for getting under your opponents skin.

    Protective Penumbra **

    Circumstantial, but the bonus stacks with almost anything and when the fighter and you arestranded in the desert and he is wearing full plate he will thank you for having this.

    Scare **

    Only affects one HD more than cause fear, but affects a number of creatures.

    See Invisibility **

    Personally I'd stick with glitterdust so your allies can see as well, but this spell isn't bad.

    Severed Fate *

    Enemies usually don't have hero points in campaigns I play in, but if they are supposed to letme know.

    Share Memory *

    If the target has some useful information just charm or torture them.

    Silk to Steel **

    An ok way to get a small shield bonus, but short duration means its an in combat spell. +2 isn'tall that impressive either.

    Skinsend *

    A cool spell, but the risks associated with detaching your skin just aren't worth it in my book.

    Soothing Word **If you have a paladin his Lay on Hands out classes this in every way. My main problem is itdoesn't get rid of conditions or remove lesser versions.

    Spectral Hand **

    If you can get this as a prep before combat it makes a lot of touch attacks viable. Otherwise, thestandard action time kills the rating.

    Staggering Fall ***

    Paired with a tripper this SoL is nasty. Without a tripper the rating drops to orange due to beingcircumstantial. Note the enemy gets a save every round.

    Status **A decent wand or scroll to have in order to monitor the rogue or ranger as they scout ahead. If itallowed communication this would be a lot better.

    Steal Voice ***

    Eat up the enemy caster's swift action and targets fort which is a nice change of pace. DecentSoL.

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    Summon Monster II **

    See Summon monster I

    Summon Swarm **

    Inferior to vomit swarm in every way. Skip this.

    Symbol of Mirroring ***

    The key with symbol spells is innovation. A cast before you enter the room kind of spell. It worksfor your allies so its like having mirror image on the entire party. Cast and keep ready for whenyou need it, then just keep the enemy from seeing it.

    Touch of Idiocy **

    If only this spell wasn't touch. That being said it reduces all 3 mental abilities with no save.

    Unnatural Lust *

    A really bad 1 round SoL. If 1 round SoLs sound appealing then scroll up to command.

    Unshakable Chill *

    I'm not sure if this is worse than frostbite or not, either way this sucks.

    vomit swarm ****

    One of my favourite spells. Imagine the look of horror on your enemys face as you vomit aswarm of spiders all over them. At higher levels you can vomit wasps and then soldier ants.Better than summon swarm in that the swarm wont turn on you if there are no opponents toharrass but at the same time it is worse because it starts adjacent to you. Both are very usefulspells but vomit swarm is ultimately better as it only takes a standard round to cast as opposedto other summon spells which take a whole round.

    Web ****

    The witch's spell list is lacking battlefield control and this is a great battlefield control spell.

    Web Shelter **

    Almost a combat spell, but the webs low hp and casting time kill its potential as one.

    Zone of Truth **

    An ok SoL. Problem is you can't tell which creatures are affected and which aren't which meansyou are inclined to believe anything said in the spells range. This means creatures who saveand identify the spell can intentionally mislead you. Only the witch's hexes save this from beingred.

    3rd-Level Witch Spells

    Anthropomorphic Animal *

    I do not see anything particularly useful seems like more of a downgrade to me.

    Arcane Sight *

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    Decent way to defend something important or pull a nice ambush/trap . Either choose a blasteffect or a spell of 3rd level or lower to be stored.

    guiding star **

    Possibly useful in a dungeon or maze to help your party avoid getting hopelessly lost.

    Harrowing *

    A gamble and the penalties will outweigh the benefits.

    Heroism **

    Stacks with most bonuses and a decent duration. Pretty minor benefits though.

    Howling Agony ***

    Nice debuff which gives a variety of -2s and affects a number of creatures. The enemy can usea move action to remove the penalties, but this prevents full attacks.

    Ki Leech *

    A self only spell that does absolutely nothing without a ki pool. Also in order for it to take affectyou have to reduce the creature (which has to have a ki pool) to 0 hp or crit hit. Sound useful?

    Lighting bolt **

    Standard blast. Too bad its area of effect is a really long line and not a radius, but its your best3rd level blast.

    Loathsome Veil **

    Another HD limit spell fantastic. Its ok when you pick it up, just gets worse with levels.

    Locate Object *

    Late entry for you and its bad even as a level 2 spell. I MIGHT teach it to my familiar if i found it.

    Malediction *

    Another spell that deals with hero points. Typically enemies don't have hero points at my table(most games not even PC's) . Really small amount temp hp too.

    Marionette Possession *

    Magic jar is an awesome spell, but this requires a willing target effectively killing its usefulness.

    natures exile *

    Another spell made for NPC witches. Fido doesnt like you anymore. Oh no!

    pain strike *

    A third level spell that deals non lethal damage and has spell resistance and a fortitude save.

    Pass.

    Rage *

    Subject gains rage as a barbarian (minus fatigue). Basically a double edged sword that requiresconcentration.

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    Rain of Frogs *

    Stick with vomit swarm the swarm this summons is hardly better and at higher levels vomitswarm is better.

    Ray of Exhaustion ****

    I love partial affects and with a couple of debuff hexes the target is lucky to get off with thepartial affect. Soften up one big enemy.

    Reckless Infatuation *

    Anything you are trying to do with this can be more easily done with a lower level spell.

    remove blindness/deafness ***

    A spell thats always handy to have in your list even if you dont have it memorised that day.

    remove curse ***

    Same sort of spell as remove blindness/deafness. Its nice to have on your list

    remove disease ***

    Same as the other remove spells.

    Sands of Time *

    Really ineffective touch spell that is going to carry some minor penalties.

    screech **

    You shriek provoking attacks of opportunity against the enemy. Useful in some situations.

    seek thoughts ***Potentially useful to find out valuable bits of specific information from others.

    Sepia Snake Sigil *

    Glyph of warding is a cheaper, more versatile and likely more effective way to do what this spelltries to.

    share senses **

    Blend your senses with your familiar causing it to function like a scrying sensor. Meh.

    Sleet Storm ****

    Awesome battlefield control that has the potential to knock enemies prone. Slightly better thanash storm with the same range duration and area of effect.

    Speak With Dead *

    Ask a newly made (or preserved) corpse a few questions. It gets a save to resist and I am notsure if you can cast debuffs or use debuffing hexes on a corpse before you cast the spell.

    Spit Venom ***

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    Blind a target for a round with a successful ranged touch attack (no save) and poison him usingyour spells DC as the poison's DC (pernicious Poison anyone?).

    Stinking Cloud ****

    Fog cloud with a nauseating affect that persists for a few rounds even after the target leaves.Note an unofficial FAQ states this as a poison effect.

    Strangling Hair **

    Single Target (tough you can switch) battlefield control.Uses your level as BAB and INT modwhich is good. Concentration in order to maintain the spell though which hurts the rating.

    Suggestion **

    The will heavy witch spell list and spells that have similar effects make this unimpressive. Note itworks on non humanoids though only a single target. Innovation makes this better.

    Summon Monster III ****

    Awesome summon spell with a huge variety of options. Very versatile spell.

    Tongues **

    A good scroll and you know what I am going to say about redundancy right? (literally the samename)

    twilight knife *

    You create a knife that dances around in the air to attack the same creature you attack each

    round using your crappy BAB. Pathetic.

    Unadulterated Loathing ***

    The opposite of reckless infatuation, but this works quite nicely as a combat spell.

    Unravel Destiny *

    Another Hero point spell woo. If hero points are a big deal in your campaign then this is ok.

    Vampiric Touch ***

    Creativity with touch attacks makes this spell good. Not a lot of damage, but its negative energytype so immunities are less of a problem. No save either.

    Vermin Shape I ***

    Self buff that gives Nat armor (stacks with mage armor), ability score bonus and a bonus onsaves vs mind affecting abilities. Not a huge duration, but with some planning can be a beforecombat buff. Very nice utility abilities as well.

    Vision of Hell **

    An ok spell best used on groups of enemies. Affects your allies which keeps it from being green.

    Water Walk **

    Personally I'd stick with fly, but this has some nice utility.

    Witness *

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    Share senses with another target. Share memory is a better option than this.

    4th-Level Witch Spells

    Age Resistance, Lesser *It is not worth its level so do not take this spell.

    Arcane Eye ***

    If your party is lacking a scout this its a good idea to pick this up and even if you do have ascout this is will save him some danger. Like Clairvoyance except it can be moved around.Sounds will not transmit through the eye however.

    Black Tentacles ****

    One of my favorite battlefield control spells. No save, no SR, good range, nice radius. Makes agrapple check each round and even deals damage too. Even if the roll is too low to grapple, itsstill difficult terrain. Whats not to love?

    Cape of Wasps *

    Has some defensive capabilities and utility uses. Make the enemies hesitant to engage youin melee or shoot you with a ranged weapon, also protects against sneak attacks. Slightlyredundant with vomit swarm.

    Charm Monster ***

    Removes the humanoid restriction from charm person at the cost of 3 spell levels. Withoutdebuffing hexes on a target this rating drops to orange.

    Confusion ****

    Whats better than a spell that stops groups enemies from taking any actions? One that makesgroups of enemies attack each other. Once again only particularly useful against groups, butreally wrecks them.

    cure serious wounds **

    This is a nice spell but clerics can cast this as a 3rd level spell.

    Curse of Magic Negation ***

    The key here is that the spell resistance cannot be voluntarily lowered. The enemy now has tomake checks for any magic item/spell affecting it. Not to mention the checks to cast spells aswell.

    Crushing Despair ****

    An AoE debuff that is a decent way to soften up a group of enemies before casting a spell likeconfusion or stinking cloud. -2's to everything including damage.

    Daze, Mass *

    As far as i can tell the HD limit which is super low (4) is still intact so that pretty much makes thisuseless for all fights at and beyond the point at which you get this spell.

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    innovative with the trigger and placement. Otherwise, all of these are red.

    spite ***

    A handy spell to have as an extra line of defence against those who would dare lay hands on

    you. They will trigger a 4th level of lower spell against them that you have cast with the spite

    spell.

    Symbol of Healing **

    Too redundant with healing hexes to rate this any higher. The costly material component reallykills this.

    Symbol of Revelation **

    I would make this a tattoo spend the cash to make it permanent and make the trigger looking atit if I was going to do this at all. Going halfway with this one is a waste of time.

    Symbol of Slowing **

    If making symbols permanent is your thing then by all means take this. As for me I can't spendthat kind of money on a single spell even if it is good forever.

    threefold aspect ****

    Make yourself look older or younger. This spell has great roleplaying potential and if you

    choose to change into an old crone, you get a +4 bonus to Intelligence.

    Touch of Slime *

    How is this different than poison? same rating, same reasons.

    Vermin Shape II ***

    A buffed up version of vermin shape I. Probably worth waiting for this spell than taking the lowerlevel one.

    Volcanic Storm **

    See ice storm.

    wandering star motes *

    Similar to a glitterdust spell in some ways except it only affects one creature at a time and is 2

    spell slots dearer.

    5th-Level Witch SpellsBaleful Polymorph ****

    Essentially a save or die in the form of a save or lose. Target makes a save or becomes aharmless animal, then makes another save or loses all magical and supernatural abilities. All ofthis with the duration of permanent. Perfect finisher for the witch hexes.

    banish seeming *

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    With a melee touch attack you can dispel an illusion or return a creature to its natural form.

    Seems rather an expensive use of a 5th level slot.

    Blight **

    Hurt a plant very badly. If you are fighting a giant plant this is probably a decent choice,

    otherwise this is a good way to tick off the party druid.

    Break Enchantment **

    Pretty useful in the event that you find a cursed item or the party is subjugated to some sort ofunwilling enchantment or transmutation (like baleful polymorph).

    Cloudkill ***

    This is one of the best AoE kill spells out there. Send it in front of you and have it kill or badlyinjure everything in front of you for 11 minutes. And it's CON damage so even if they livethrough it they take 1-2 HP/Level each round they are in it.

    Contact Other Plane *

    Know what is worse than losing points in your primary stat? This spell. Don't take it.

    Contagion, Greater **

    This is a city/army/group killing spell. Drop it on an enemy and they suffer the effectsimmediately (and can't cure it without high level magic) and then everyone they come in contactwith gets it and they can't cure it without magic. 1 Diseased rat thrown into a city street is deathfor that city, maybe that whole kingdom.3 stars (4 in kingmaker type games)

    cure critical wounds**

    This is a nice spell but clerics can cast this as a 4th level spell.

    Curse, Major ***Gets rid of the touch range making it a better spell for combat. A good way to debuff an enemyin combat (though it gets a save and SR does apply).

    Curse of Disgust **

    The above spell is superior is a number of ways. This spell is a permanent -2 to all die rolls withno save whenever you decide to invoke it on your target

    Dominate Person ***

    A buffed up charm person. Making commands that oppose a targets nature give the subject anextra save. (rating may drop depending on how your DM views this). A pretty good spell to haveyour very own puppet.

    Feeblemind ****

    Wreck casters of all kinds (arcane especially). Ruins all spellcasting ability and gives a -4 to thesaves of those who cast arcane spells.

    Hold Monster **

    A good spell, but a pretty high level for the effect. It is essentially a SoD on one enemy, but itaffects will so more of the same.

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    Inflict Critical Wounds *

    Want to do something not useless with a touch attack? Scroll up to fleshworm infestation

    Magic Jar ****

    Awesome spell. Clear entire rooms with no danger to your allies or yourself. As far as I can tellyou still have access to all your hexes too making this spell that much better. Is there a ratingbetter than blue?

    Major Creation ***

    better duration than Minor Creation and no limit to what you can create (bridges, wallas statues,etc)

    Mark of Justice *

    Bestow curse with 100x the casting time, you have to write on the target and it has to be willingor restrained. No saving throw, but for a 5th level spell your kidding right? This is crap.

    Mind Fog ***Ask your DM if you know who is affected and who isn't, if so this is blue. Soften up a group ofenemies at range on their will saves and wisdom checks severely. For your will heavy list, this isawesome.

    Overland Flight ***

    Afraid of the monster charging you while you are within 30 feet? No problem if you are in theair (typically) and get a substantial bonus on fly checks. Redundant with the fly hex, but a muchlonger duration and you may want that hex for something else.

    pain strike (mass) *

    Non lethal damage limiting number of targets by your level. Weak compared to other blaster

    spells.

    Plague Carrier *

    This could have been such a cool spell for an animal companion or monk, but the onset time(1d3 days) killed it.

    Possess Object ***

    Good spell. You effectively take control of a construct (and all the perks there) PLUS you getto use construct points from the Animate Object spell to manipulate the body you are in. Flyingshark statues with lasers attached to their heads here I come.

    Prying Eyes ***It's the equivalent of sending 15 copies of yourself to scout out every nook and cranny within 1mile of you. An amazing spy/trap detector/treasure hunter spell. Best on a scroll but awesomefor learning everything about the castle/tower/fort/cave/etc. you just decided to assault.

    Reincarnate ***

    Unlike raise dead this works if the creature died from old age or if they were missing limbs, eyesetc. It also works on targets afflicted with magical or incurable diseases.

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    Most importantly it works on UNDEAD and is the cheapest way to return someone fromundeath. All things that Raise dead can't do and it's alot cheaper as well.

    rest eternal *

    You curse a dead creature that bars its spirit from returning. Yawn.

    Secret Chest **

    Has some material component cost, but is a good way to store very important items and heavywar spoils.

    Smug Narcissism ***

    The target spends all his effort on defense instead of offense. Shuts down blasters completelyand any heavy hitter the opponents have stops attacking everyone. Massive debuff if you targetit correctly.

    suffocation ***

    A reasonable spell that can disable a creature after 1 round if it fails a fortitude test and can

    potentially kill it in 3 rounds if it continues to fail saves.

    Summon Monster V ***

    A little less versatility, but still a good spell overall.

    Symbol of Pain ****

    Usually symbol spells can be ok for the creative. This is better then evil eye (especially if youscribe it on a book to trigger at will) since it's an AoE. Evil eye effect that lasts an hour that hitsattacks & skill checks (acrobatics for tumbling rogues, Intimidate for dazzling display, perceptionfor detecting traps/invisibility, etc).

    Symbol of Scrying **

    Don't know where the thieves guild is or want to find something that was stolen. Put this on itand let it get stolen. You always know where your belongings are and makes a heck of a scryand fry focus.

    Telepathic Bond ***

    Awesome utility spell that has a decent duration and allows communication over any distance.

    Teleport ***

    Great utility spell with the mishaps being super circumstantial and not all that bad. Great way toget around the world.

    Waves of Fatigue **No saving throw so that is good, but fatigue is not all that impressive. Would be pretty good ifyou could stack with regular fatigue, but ray of exhaustion after the fact will still do nicely.

    6th-Level Witch Spells

    cloak of dreams*

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    With a melee touch attack you can dispel an illusion or return a creature to its natural form.

    Seems rather an expensive use of a 5th level slot.

    cure light wounds (mass)**

    This is a nice spell but you can already do this with your healing hex.

    fester (mass) *

    Like the 2nd level spell fester, but now you can be even lamer by wasting a 6th level spell and

    doing this to many.

    inflict light wounds (mass) *

    There are better ways to do mass damage.

    raise dead ***

    Bringing your allies back to life is never a bad thing.

    swarm skin ***

    This gets 3 stars for its coolness factor. Turn yourself into a swarm of vermin just like Count

    Dracula.

    unwilling shield ***

    Make the enemy suffer half of your injuries for 1 round per level. Not bad but they get a will

    save and there is spell resistence.

    7th-Level Witch Spells

    cure moderate wounds (mass)**

    At close range, you can heal a number of targets up to your level with a CMW which will cover

    everyone in the party. This is a nice spell but you can already do this with your healing hex and

    a cleric in the party can do this more effectively by channeling positive energy.

    harm *

    It charges a subject with negative energy that deals 10 points of damage per caster level up to

    150 hit points of damage. A successful will save will only do half damage. Problem with this

    spell is it cannot reduce the target below 1 hit point making this spell very inefficient for a 7th

    level spell that only targets one creature.

    heal ***

    This heals a subject with positive energy for 10 points of healing per caster level up to 150 hit

    points of damage. Not only that, it removes nearly any adverse condition affecting the target

    such as staggered, stunned, fatigued, blinded, poisoned to name just a few.

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