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I almost always play non-spellcasters, so this is a big step for me. I want to play a witch with feat and spells selected to debuff enemies, but I am not sure exactly what is necessary.
My main goal is to be an anti-caster. I want to be able to keep casters from casting effectively, in just about anyway possible.
I plan on taking the evil eye, cackle, and misfortune hexes early. I recognize that these are going to be fundamental in making sure my debuffs will take hold. Are there any other hexes I absolutely need to have?
What about feats? Are there any feats that I should take early? What about metamagic feats?
I know little about spells, so I need the most help here. What spells should I have prepared and what spells would be better to keep as scrolls?

spalding |

Focus your spells on the other two saves and non-mind affecting effects.
Between Evil Eye and Misfortune with cackle you've got a good set up for will save effects.
You don't have many reflex based effects so you'll really have to look for them. You're a bit better off for fortitude saves.
Don't take single target spells as SoS or SoD's unless they will really Finish the enemy off -- debuffing can be handled with the hexes it's finishing moves you'll find yourself lacking the most. Arcane Blast might be a good back up option for you.
Finally check out the feats from the d20pfsrd.com site to look for things that let you affect more than one target at a time with your hex (or more than once a day) as well as methods for having your hexes ride on your spells (or visa versa) -- I've not looked over these options as much but I know there are a few such things out there.

Kamelguru |

My primary advice when playing a caster is to be aware of your party, and what they can and cannot do:
- Do you have a rogues in party? Then spells/hexes that stun, blind or otherwise rob people of Dex help.
- Got fighter types? Then spells like enlarge person to give him better battlefield control, and dispels and such to keep him from wasting rounds wailing at mirror images/miss chance is good.
The best way to play a spellcaster IMO is to make sure the ones who can contribute nothing but damage (Barbarian, Fighter, Monk, Paladin, Ranger, Rogue, etc) are able to do so effectively.
Your choices in terms of hexes are sound. I have not updated myself on UM and such, so I cannot really tell you what is must have and what is so much window dressing. I hear good things about the Slumber hex though.

pipedreamsam |

Grapple the casters, they probably wont make the check if it has somatic components (most do). Still spell will help, but it will just burn spells faster. Do it with the strangling hair spell or good old fashioned summons. Also target reflex saves, the witch does not have a lot of spells that require them, but the only caster with a good ref save is a bard and they aren't even full casters. Note that the arcanist classes also have a low fort and bab which means CMD. They will not be paying the feat taxes to shore up all of the weaknesses. Find out where they are weak and exploit it.
Also check these out:
Witch guide

Fergie |

Sounds like you have a good concept in mind that will work very well.
For that kind of character, you would want at least a 16 Int, but the higher the better. A little bit of Con is nice, and Dex, but most of your class features are based off of Int.
As for spells, try to mix defense, offense and utility magic. Also, look for spells that can be used in different ways, like grease or summon monster. Avoid memorizing really specific spells (such as ones that remove conditions) but keep a variety of scrolls for those things. (Remove blindness scrolls should also be usable by another party member).
Improved initiative is a nice feat, as are spell penetration, and scribe scroll or craft wand. If you find you are using a lot of spells from one school, spell focus.
Check out Treantmonks excellent guide to wizards:
http://www.d20pfsrd.com/extras/community-creations/treatmonks-lab/test

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A quick look through the Witch spell list turns up the following choices for all occasions:
Disabling spellcasters: Charm Person, Hold Person, Summon Swarm, Touch of Idiocy, Dispel Magic, Sepia Snake Sigil
Disabling Melee Types: Cause Fear, Hold Person, Ray of Enfeeblement, Reduce Person, Web, Stinking Cloud
Buffing Yourself/Party Members: Enlarge Person, Mage Armor, False Life, Levitate, Arcane Sight, Fly, Heroism, Rage
I only listed spells up to 3rd level, since by the time you get 4th level spells you'll probably have things figured out well enough to pick your own. But I think you get the idea.
A special note on the Cure and Inflict spells: since you're not building your character around healing, taking Cure spells is probably a trap unless you're casting them off of a wand. Inflict spells might be a little more use to you since you're building around defeating your opponent's Will saves already, and a higher-level Inflict can be a nice nuke for finishing opponents off, but I wouldn't expect much from them.

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These are great. I have a pretty good list going now because this. Thanks.
I decided to take the Insanity Patron, as the bonus spells it gives are all fun debuffs. I can't wait to use confusion and mind fog.
People are suggesting on another discussion that I should take prehensible hair to deliver touch attacks, and I am considering it but not totally sold. It is more of the flavor then anything. I am probably still going to take it but it find it really creepy.

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I am undecided on prehensile hair too. Not sure you want to get up close and personal for several rounds even with a squishy wizard. You really don't want a god wizards undivided attention. Not unless you have already nerfed him.
There are some standard spells you are likely to want to have too, that are not particularly anti-caster but are too useful to pass up, e.g.: Burning Hands (anti-swarm), Charm Person, Command, Mage Armor, Glitterdust.
Feats: The only non-hex feat I would consider taking is Improved Initiative. If you also take Reactionary trait and an initiative enhancing familiar such as a Greensting Scorpion, then you can out initiative a wizard and nullify him before he acts.
Items/Metamagic: Look at picking up a Lesser Persistent Rod ASAP (after the INT headband)