Hubble, Bubble, toil and trouble (A Guide to Witches)


Advice

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Scarab Sages

http://www.d20pfsrd.com/bestiary/monster-listings/dragons/dragon-faerie
He has it as a class skill, so its alot better, and since he has sor levels, that means he can cast it normaly. :)


pipedreamsam wrote:

I got the second level spells

Second level spells added. Thanks.


Dreaming Warforged wrote:

Great guide!

One thing I noticed, you don't mention the Dreamspeaker elven racial alternative trait from the APG.

** spoiler omitted **

Nice pick up. I've added some brief comments on this under the races section.


pipedreamsam wrote:

Got the 3rd level spells

3rd-Level Witch Spells

Additional 3rd level spells provided by pipedreamsam have now been added to the Witch's Guide:

Witch's Guide.


Sorry it took me so long I went camping for the weekend. Anyway, here are the 4th level spells.

4th-Level Witch Spells

Age Resistance, Lesser* - It is not worth its level 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 a scout 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 a grapple check each round and even deals damage too. Even if the roll is too low to grapple, its still difficult terrain. Whats not to love?

Cape of Wasps* - Has some defensive capabilities, but vomit swarm is two levels lower and can summon the same swarm at this level. Two levels for a minor fly effect isn't worth it to me.

Charm Monster*** - Removes the humanoid restriction from charm person at the cost of 3 spell levels. Without debuffing 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 makes groups of enemies attack each other. Once again only particularly useful against groups, but really wrecks them.

Curse of Magic Negation** - Not as good as it might sound, but still an ok SoL for casters.

Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.

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

Death Ward*** - I care much less about touch when its used on allies and the benefits for this are quite nice. Not a huge duration, but with some proper planning, scouting, or divination this can be a cast before running through the door kind of spell.

Detect Scrying* - NOT prevent scrying, block scrying or stop scrying. Nope, just lets you know that someone is watching your each and every move so that you can flash gang signs and obscenities.

Dimension Door**** - It gets 4 stars for being verbal only. Short range teleport that allows you to take allies with you. Escape grapples, Nasty AoE's or just escape.

Discern Lies* - The DM gets a lot of wiggle room with this one and it was bad before that. Skip it.

Divination*** - Guess what school it belongs too? But seriously, its a pumped of version of augury which was already pretty good. Also, you know if this spell fails or not (unlike augury).

Enervation*** - Ranged touch attack spell that adds 1d4 negative levels (which stack). No save. Soften up the an enemy and make your DM do a whole bunch of calculations.

False Life, Greater** - It doesn't stack with false life so just stick with it as the level increase isn't worth it in my mind.

Familiar Melding* - Nothing too useful is jumping out at me and I am not a fan of detaching my soul from my body anyway.

Fear*** - Ah yes a fear spell without an HD limit and it has a partial effect on a successful save as will (minor, but still useful).

Fleshworm Infestation**** - I am interested to see how the augment summoning feat affects this spell (if at all). Perhaps the only touch spell I will ever rate blue, but it makes attempting that touch attack worth it. Multiple effects ( low damage, ability damage, and staggered). The enemy must save every round and even then it still gets a partial effect.

Geas, Lesser - HD limit and charm monster is more universally useful, but in a given situation this isn't bad.

Ice Storm** - An ok spell with unimpressive damage, hindered movement and a minus to perception checks. Not bad, but not great either.

Inflict Serious Wounds* - I hate the inflict spells and they just get worse with level. This is no exception.

Locate Creature** - Circumstantial, but really useful when you need it.

Minor Creation* - A bad spell and likely evil if you sell the stuff you created.

Neutralize Poison** - You know the use for this right? Circumstantial, a lifesaver when you need it

Phantasmal Killer*** - Save or die would be blue, but the mere possibility that it can be turned on you is terrible.

Poison* - One save ends the affliction, plus a touch attack to hit and the relatively low damage for the level make this not worth it.

Ride the wave** - In an aquatic campaign this is blue. Breath water or air and gain a swim speed and the ability to take 10s.

Scrying** - Good way to keep tabs on a target and you can use special vision types.

Secure Shelter** - Good way to set up a home base in a dungeon or the wild if you HAVE to rest.

Shadow Step*- Dimension door is much better and more versatile.

Sleepwalk* - I really no not see the point of this. It is terrible.

Solid Fog* - Got nerfed pretty hard and sleet storm is one level earlier with basically the same effect.

Summon Monster IV**** - Amazing versatility in combat and out. A summon spell worth taking.

Note: Ratings for the *Symbol* spells is based on making the spell permanent and being innovative with the trigger and placement. Otherwise, all of these are red.

Symbol of Healing** - Too redundant with healing hexes to rate this any higher. The costly material component really kills this.

Symbol of Revelation** - I would make this a tattoo spend the cash to make it permanent and make the trigger looking at it 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 spend that kind of money on a single spell even if it is good forever.

Touch of Slime* - How is this different than poison? same rating, same reasons.

Vermin Shape II*** - A buffed up version of vermin shape I (duh). Probably worth waiting for this spell than taking the lower level one.

Volcanic Storm** - See ice storm.


pipedreamsam wrote:

Sorry it took me so long I went camping for the weekend. Anyway, here are the 4th level spells.

Lol. Outrageous! Fancy letting real life get in the way of what's important (Pathfinder). ;) Hope you had fun camping. I'll update with level 4 spells in the next couple of days.


pipedreamsam wrote:


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

Except the spell says "you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch)"

Dark Archive

ShadowChemosh wrote:
pipedreamsam wrote:


Blood Transcription** - A pretty creative way to add more spells to your familiar. It doesn't rely on saves so this is a spell I carry one or two scrolls of before going into a dungeon. Note that it does not require the target to be humanoid, but it does have the evil descriptor so cast sparingly. Without the scribe scroll feat this is pointless.
Except the spell says "you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch)"

If you are going to quote use the whole text.

Blood Transcription wrote:
"During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source.

Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

Dark Archive

pipedreamsam wrote:

Sorry it took me so long I went camping for the weekend. Anyway, here are the 4th level spells.

4th-Level Witch Spells

Cape of Wasps* - Has some defensive capabilities, but vomit swarm is two levels lower and can summon the same swarm at this level. Two levels for a minor fly effect isn't worth it to me.
Disagree with this rating. one spell that gives you flight, concealment, automatic reflexive damage and poison is a pretty nice spell to me. It's equivalent to having Displacement, fly, Fire shield and poison going all at one time with a single cast. 3 stars.

Charm Monster*** - Removes the humanoid restriction from charm person at the cost of 3 spell levels. Without debuffing hexes on a target this rating drops to orange.
Disagree, it's a SoL targeting your most common opponents weakest save. 3 stars before debuffs, 4 after.

Curse of Magic Negation** - Not as good as it might sound, but still an ok SoL for casters.
Remember it's spell resistance against ALL magical energies, including the gear they are wearing and all spells cast on them. Drop it on the fighter and watch him be unable to use 90% of his gear and healing.
3 Stars

Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.
A -2 to every D20 roll (including damage) that stacks with everything that affects multiple targets. Throw it on a rogue or finesse fighter or wave of mooks and watch their damage (D6 weapons and D6 sneak attack dice, average roll of 3.5 drop to 1) become laughable.
3 Stars

Geas, Lesser - HD limit and charm monster is more universally useful, but in a given situation this isn't bad.
You forgot the rating, I'd go 3 stars myself. The duration alone is worth that much. Add to it there is no extra saves if you make them do something against their alignment, the definition of save or lose.

Minor Creation* - A bad spell and likely evil if you sell the stuff you created.
It's the earliest (and usually only) Wall spell you get with the advantage that complex shapes are allowed.
2-3 stars depending on your creativity.

Sleepwalk* - I really no not see the point of this. It is terrible.
Combine it with the slumber hex and you have a killer combo. Knock em out and walk em off a cliff or into combat or just have them move away especially if they can fly, straight up and then fall.
2 stars

Solid Fog* - Got nerfed pretty hard and sleet storm is one level earlier with basically the same effect.
It prevents all ranged attacks, can be used to prevent falling damage and just like crushing despair drops damage rolls making finesse builds ineffective. 3 stars

Note: Ratings for the *Symbol* spells is based on making the spell permanent and being innovative with the trigger and placement. Otherwise, all of these are red.

Symbol of Healing** - Too redundant with healing hexes to rate this any higher. The costly material component really kills this.
It's the only AOE healing spell you get and it's nasty for undead heavy campaigns. Scribe it on a holy symbol and you match the priest on the channel energy game.
Situational but I'd to give it 3 stars myself.

A spell that has not been reviewed yet are the Infernal Healing spells.

Both of them are usually superior then the equivalent cure spell (heals more maximum HP's and is more reliable then the cure line).
4 stars


Mathwei ap Niall wrote:


Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

Can't the witch do the same thing a wizard or magus can do?

Meaning write to their spellbook a spell that they have prepared? To this case teach the familiar a spell the witch has prepared?

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
leo1925 wrote:
Mathwei ap Niall wrote:


Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

Can't the witch do the same thing a wizard or magus can do?

Meaning write to their spellbook a spell that they have prepared? To this case teach the familiar a spell the witch has prepared?

Witches don't keep written spellbooks. They can't learn from them either. that's the major difference between them and wizards. Their spellbook is the living famillar. They can learn only from another witche's spellbook i.e. their familliar can learn from another.

Dark Archive

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LazarX wrote:
leo1925 wrote:
Mathwei ap Niall wrote:


Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

Can't the witch do the same thing a wizard or magus can do?

Meaning write to their spellbook a spell that they have prepared? To this case teach the familiar a spell the witch has prepared?
Witches don't keep written spellbooks. They can't learn from them either. that's the major difference between them and wizards. Their spellbook is the living famillar. They can learn only from another witche's spellbook i.e. their familliar can learn from another.

They can also learn from a scroll but requires converting it into a potion-like substance and feeding it to the familiar.

Makes witches awesome for PFS play, since this has no material cost and no limit to the number of spells the familiar can learn. Every possible scroll you run across in a a session you feed to the familiar for free then buy the scroll after the session is over.

Quote:

Learn from a Scroll: A witch can use a scroll to teach

her familiar a new spell. This process takes 1 hour per level
of the spell to be learned, during which time the scroll
is burned and its ashes used to create a special brew or
powder that is consumed by the familiar. This process
destroys the scroll. At the end of this time, the witch must
make a Spellcraft check (DC 15 + spell level). If the check
fails, the process went awry in some way and the spell is
not learned, although the scroll is still consumed.


I know how witches work in general.
I just didn't know if they can teach their familiar a spell already prepared in their minds or not.


Thanks Mathwei its nice to have another opinion.

Cape of Wasps - Has enough utility for me to boost this to 3

Charm Monster - I feel that 3 is enough for this spell. Usually when you want to charm a monster it is usually being threatened or attacked by allies. The hexes are what makes it green imo.

Curse of magic negation - I read the negated spell blight and I am just confused on how it would apply to a fighter or items. Clarification would be appreciated.

Crushing Despair - Three stars it is.

Geas, Lesser - I vote for 2 stars the duration is nice, but like I said before not all that different from charm monster, which has no HD limit. If this spell came in as a level 3 I would give it 3 stars.

Minor Creation - 1-Minute casting time and the wall would be unimpressive, plus you have to make a craft check to make the complex shapes. I am pretty firm at 1 star.

Sleepwalk - 2 stars is a fair rating.

Solid Fog - Every use you suggested is circumstantial. I can agree to 2 stars.

Symbol of Healing** - I despise costly material components. In an undead heavy campaign it would rise in rating just like the rating for hex ward would obviously rise when you know you are fighting a witch. 2 stars covers this.

I will re-post and let the OP make the final call on the ratings after someone explains curse of magic negation more to me.

Dark Archive

pipedreamsam wrote:

Thanks Mathwei its nice to have another opinion.

Cape of Wasps - Has enough utility for me to boost this to 3

Charm Monster - I feel that 3 is enough for this spell. Usually when you want to charm a monster it is usually being threatened or attacked by allies. The hexes are what makes it green imo.

Curse of magic negation - I read the negated spell blight and I am just confused on how it would apply to a fighter or items. Clarification would be appreciated.

Crushing Despair - Three stars it is.

Geas, Lesser - I vote for 2 stars the duration is nice, but like I said before not all that different from charm monster, which has no HD limit. If this spell came in as a level 3 I would give it 3 stars.

Minor Creation - 1-Minute casting time and the wall would be unimpressive, plus you have to make a craft check to make the complex shapes. I am pretty firm at 1 star.

Sleepwalk - 2 stars is a fair rating.

Solid Fog - Every use you suggested is circumstantial. I can agree to 2 stars.

Symbol of Healing** - I despise costly material components. In an undead heavy campaign it would rise in rating just like the rating for hex ward would obviously rise when you know you are fighting a witch. 2 stars covers this.

I will re-post and let the OP make the final call on the ratings.

It took me a minute to get the negation issue myself since it is a corner case but look at the spellblight again.

This line from the negated spellblight specifically:

He gains Spell Resistance equal to 10 plus twice the highest spell level he can cast. This Spell Resistance cannot be voluntarily lowered.

Any magical effect (including magic items) must overcome spell resistance before affecting a character, and we know spell resistance applies to items since cursed items still allow for a spell resistance check to overcome them.
Now since the target can never lower the spell resistance to allow beneficial effects it should mean that he has to roll a caster level check (DC 10) vs every item he tries to use as well.

Now I could be wrong but from reading the spell resistance entry I don't think I am.


Mathwei ap Niall wrote:

]It took me a minute to get the negation issue myself since it is a corner case but look at the spellblight again.

This line from the negated spellblight specifically:

He gains Spell Resistance equal to 10 plus twice the highest spell level he can cast. This Spell Resistance cannot be voluntarily lowered.

Any magical effect (including magic items) must overcome spell resistance before affecting a character, and we know spell resistance applies to items since cursed items still allow for a spell resistance check to overcome them.
Now since the target can never lower the spell resistance to allow beneficial effects it should mean that he has to roll a caster level check (DC...

That makes a lot more sense thanks for clarifying. I can agree to 3 stars knowing what I know now.


Mathwei ap Niall wrote:


Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.
A -2 to every D20 roll (including damage) that stacks with everything that affects multiple targets. Throw it on a rogue or finesse fighter or wave of mooks and watch their damage (D6 weapons and D6 sneak attack dice, average roll of 3.5 drop to 1) become laughable.
3 Stars

I seriously doubt the spell applies to every individual sneak attack d6. It's only applied once per attack, not once per die. Otherwise it would be more effective against a greatsword than against a greataxe, which doesn't make any sense.


4th-Level Witch Spells

Age Resistance, Lesser* - It is not worth its level 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 a scout 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 a grapple check each round and even deals damage too. Even if the roll is too low to grapple, its still difficult terrain. Whats not to love?

Cape of Wasps* - Has some defensive capabilities and utility uses. Make the enemies hesitant to engage you in melee or shoot you with a ranged weapon, also protects against sneak attacks. Slightly redundant with vomit swarm.

Charm Monster*** - Removes the humanoid restriction from charm person at the cost of 3 spell levels. Without debuffing 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 makes groups of enemies attack each other. Once again only particularly useful against groups, but really wrecks them.

Curse of Magic Negation*** - The key here is that the spell resistance cannot be voluntarily lowered. The enemy now has to make checks for any magic item/spell affecting it. Not to mention the checks to cast spells as well.

Crushing Despair*** - An AoE debuff that is a decent way to soften up a group of enemies before casting a spell like confusion 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 this useless for all fights at and beyond the point at which you get this spell.

Death Ward*** - I care much less about touch when its used on allies and the benefits for this are quite nice. Not a huge duration, but with some proper planning, scouting, or divination this can be a cast before running through the door kind of spell.

Detect Scrying* - NOT prevent scrying, block scrying or stop scrying. Nope, just lets you know that someone is watching your each and every move so that you can flash gang signs and obscenities.

Dimension Door**** - It gets 4 stars for being verbal only. Short range teleport that allows you to take allies with you. Escape grapples, Nasty AoE's or just escape.

Discern Lies* - The DM gets a lot of wiggle room with this one and it was bad before that. Skip it.

Divination*** - Guess what school it belongs too? But seriously, its a pumped of version of augury which was already pretty good. Also, you know if this spell fails or not (unlike augury).

Enervation*** - Ranged touch attack spell that adds 1d4 negative levels (which stack). No save. Soften up the an enemy and make your DM do a whole bunch of calculations.

False Life, Greater** - It doesn't stack with false life so just stick with it as the level increase isn't worth it in my mind.

Familiar Melding* - Nothing too useful is jumping out at me and I am not a fan of detaching my soul from my body anyway.

Fear*** - Ah yes a fear spell without an HD limit and it has a partial effect on a successful save as will (minor, but still useful).

Fleshworm Infestation**** - I am interested to see how the augment summoning feat affects this spell (if at all). Perhaps the only touch spell I will ever rate blue, but it makes attempting that touch attack worth it. Multiple effects ( low damage, ability damage, and staggered). The enemy must save every round and even then it still gets a partial effect.

Geas, Lesser** - HD limit and charm monster is more universally useful, but in a given situation this isn't bad.

Ice Storm** - An ok spell with unimpressive damage, hindered movement and a minus to perception checks. Not bad, but not great either.

Inflict Serious Wounds* - I hate the inflict spells and they just get worse with level. This is no exception.

Locate Creature** - Circumstantial, but really useful when you need it.

Minor Creation* - A bad spell and likely evil if you sell the stuff you created.

Neutralize Poison** - You know the use for this right? Circumstantial, a lifesaver when you need it

Phantasmal Killer*** - Save or die would be blue, but the mere possibility that it can be turned on you is terrible.

Poison* - One save ends the affliction, plus a touch attack to hit and the relatively low damage for the level make this not worth it.

Ride the wave** - In an aquatic campaign this is blue. Breath water or air and gain a swim speed and the ability to take 10s.

Scrying** - Good way to keep tabs on a target and you can use special vision types.

Secure Shelter** - Good way to set up a home base in a dungeon or the wild if you HAVE to rest.

Shadow Step*- Dimension door is much better and more versatile.

Sleepwalk** - A good way to get creative with the slumber hex. Make enemies walk to their own demise.

Solid Fog** - Sleet storm is going to cover most of what this does, but the creative will still find a use for it (use to negate falling damage, severely hinder rangers and rouges, etc.)

Summon Monster IV**** - Amazing versatility in combat and out. A summon spell worth taking.

Note: Ratings for the *Symbol* spells is based on making the spell permanent and being innovative with the trigger and placement. Otherwise, all of these are red.

Symbol of Healing** - Too redundant with healing hexes to rate this any higher. The costly material component really kills this.

Symbol of Revelation** - I would make this a tattoo spend the cash to make it permanent and make the trigger looking at it 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 spend that kind of money on a single spell even if it is good forever.

Touch of Slime* - How is this different than poison? same rating, same reasons.

Vermin Shape II*** - A buffed up version of vermin shape I (duh). Probably worth waiting for this spell than taking the lower level one.

Volcanic Storm** - See ice storm.

Again thanks Mathwei and the final call on ratings is of course up to the OP.

Dark Archive

Blave wrote:
Mathwei ap Niall wrote:


Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.
A -2 to every D20 roll (including damage) that stacks with everything that affects multiple targets. Throw it on a rogue or finesse fighter or wave of mooks and watch their damage (D6 weapons and D6 sneak attack dice, average roll of 3.5 drop to 1) become laughable.
3 Stars
I seriously doubt the spell applies to every individual sneak attack d6. It's only applied once per attack, not once per die. Otherwise it would be more effective against a greatsword than against a greataxe, which doesn't make any sense.

The exact text of the spell:

Quote:
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls

As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.

Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.


Mathwei ap Niall wrote:
Blave wrote:
Mathwei ap Niall wrote:


Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.
A -2 to every D20 roll (including damage) that stacks with everything that affects multiple targets. Throw it on a rogue or finesse fighter or wave of mooks and watch their damage (D6 weapons and D6 sneak attack dice, average roll of 3.5 drop to 1) become laughable.
3 Stars
I seriously doubt the spell applies to every individual sneak attack d6. It's only applied once per attack, not once per die. Otherwise it would be more effective against a greatsword than against a greataxe, which doesn't make any sense.

The exact text of the spell:

Quote:
Each affected creature takes a -2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls

As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.

Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.

I'm pretty certain it doesn't apply the way you think it does. Damage rolls is a reference to an entire single roll. i.e. the sum of the roll.


Mathwei ap Niall wrote:

As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.

Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.

So if a saving throw in pathfinder would use 3d8 instead of 1d20, you'd apply a -6 penalty?

Also, the wording "damage rolls" is also used in a big number of other abilities and spells, like song of Courage and Good Hope. You don't apply their bonus to EVERY sneak attack die of your rogue, do you?

Dark Archive

Blave wrote:
Mathwei ap Niall wrote:

As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.

Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.

So if a saving throw in pathfinder would use 3d8 instead of 1d20, you'd apply a -6 penalty?

Also, the wording "damage rolls" is also used in a big number of other abilities and spells, like song of Courage and Good Hope. You don't apply their bonus to EVERY sneak attack die of your rogue, do you?

The first quote is a non issue since we don't roll 3D8 for saving throws and the second issue is also a non issue since it only affects WEAPON rolls. (The entry in my review is a cut and paste error and shouldn't have included the sneak attack dice)

Also all the effects you referenced specifically state weapon rolls, so yes if your weapon rolls multiple dice you get the bonus/penalty to each dice.


Mathwei ap Niall wrote:


As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.
Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.

Yeah, I'm pretty sure that it doesn't work like that. Here's a test:

Do you think that Power Attack (which uses the same phrasing) adds +2 damage for each die you roll? If so, a greatsword is the only a -1 to hit for +4 damage at level 1, or a +6 if you two-hand it.

Also, in the ability score section for Strength, it states that temporary increases to strength (say, from Bull's Strength or 23 hour removal of Belts of Strength) get additional damage on weapon damage rolls equal to your strength modifier. Does that mean this is a way to increase damage by your strength modifier with the use of these things?

The bard ability Inspire Courage has the same wording as well. Bards just instantaneously got a huge boost!

Also. . . the Divine Favor spell.

I'm pretty sure no one would ever use a weapon that did one die of damage if these scenarios were the case. And I don't think any of these abilities above have been ruled correctly in PFS for the past three years if you are right.

Mull that over.

Rubia


Quote:
The first quote is a non issue since we don't roll 3D8 for saving throws

But if we WOULD roll 3d8 and the spell had the same description you would apply the penalty 3 times?

Mathwei ap Niall wrote:
Also all the effects you referenced specifically state weapon rolls, so yes if your weapon rolls multiple dice you get the bonus/penalty to each dice.

So basically, you aplly any bonus to damage rolls once per die rolled? For all attacks or abilities that increase "damage rolls"? Like Weapon Specialization? A fighter's Weapon Training? Smite Evil? The Enchantment Bonus of the Weapon? Even a high Strength score adds to "damage rolls".

All these things are doubled if a character uses a greatsword over a greataxe?

Dark Archive

Rubia wrote:
Mathwei ap Niall wrote:


As you can see it states damage ROLLS not damage, meaning it is applied to each die rolled.
Yes the more dice you roll the more effective this spell is and yes it penalizes some weapons and combat styles a LOT more than others.

I love this spell.

Yeah, I'm pretty sure that it doesn't work like that. Here's a test:

Do you think that Power Attack (which uses the same phrasing) adds +2 damage for each die you roll? If so, a greatsword is the only a -1 to hit for +4 damage at level 1, or a +6 if you two-hand it.

Also, in the ability score section for Strength, it states that temporary increases to strength (say, from Bull's Strength or 23 hour removal of Belts of Strength) get additional damage on weapon damage rolls equal to your strength modifier. Does that mean this is a way to increase damage by your strength modifier with the use of these things?

The bard ability Inspire Courage has the same wording as well. Bards just instantaneously got a huge boost!

Also. . . the Divine Favor spell.

I'm pretty sure no one would ever use a weapon that did one die of damage if these scenarios were the case. And I don't think any of these abilities above have been ruled correctly in PFS for the past three years if you are right.

Mull that over.

Rubia

Well power attack has different wordings but I see your point. You may be right.

Doesn't change the usefulness of this particular spell simply changes it from awesome to great.

Dark Archive

1 person marked this as a favorite.

With the latest FAQ update the Scar Hex has changed from the worst Hex in the game to a required hex after 10th level.

Scar Hex:

http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9oaw

With the range addition to the mechanics of this hex and a moments thought this hex now solves the biggest weakness of the class, the 30 foot range to apply a hex.

Here's the trick, take the smallest valid target for a hex you can find (I recommend turtles) and put them in a small box. Apply a scar to each one of them and give them to your party members to drop in a backpack. (if you care cast stasis or something to put them in a state of suspended animation)
Next take a few flying critters you control and scar them to, then send them into range of anything you don't like.
Finally take the split hex feat (you were going to do it anyway)

Now any target within 30 feet of ANY target you have scarred can be affected by any non-touch range hex you have while keeping your witch safely up to a mile away from them.

Add to that if you want to find/kill/hex the BBEG in a dungeon simply scar and release one of his minions. You can devastate him from the safety of the front door of their dungeon/castle/crypt/etc.


Mathwei ap Niall wrote:

Crushing Despair* - An AoE debuff that is too minor for me to rate any higher. If there is a group of enemies you wish to debuff/control use confusion or black tentacles.

A -2 to every D20 roll (including damage) that stacks with everything that affects multiple targets. Throw it on a rogue or finesse fighter or wave of mooks and watch their damage (D6 weapons and D6 sneak attack dice, average roll of 3.5 drop to 1) become laughable.
3 Stars

It's not -2 to every D20 roll. I don't know of any weapons or abilities that do damage with the roll of a D20. Thankfully, it's every roll making this an awesome spell that I will definitely pick up.


Mathwei ap Niall wrote:
They can also learn from a scroll but requires converting it into a potion-like substance and feeding it to the familiar.

This is where I get stuck--if you are making the blood into a potion to learn the spell, why can't you just feed that to your familiar? Why create a potion to learn a spell so you can write a scroll that you make into a potion to teach your familiar a spell when you could just give them the original potion?

Not that I know what I'm talking about.


Mathwei ap Niall wrote:
Scar Stuff

Do note that the scar hex is also a great hex if you are going to build your witch as a buffer/healer as well, since you can put scars on your allies and pump them full of witchy goodness at range.


Mathwei ap Niall wrote:

With the latest FAQ update the Scar Hex has changed from the worst Hex in the game to a required hex after 10th level.

** spoiler omitted **

With the range addition to the mechanics of this hex and a moments thought this hex now solves the biggest weakness of the class, the 30 foot range to apply a hex.

Here's the trick, take the smallest valid target for a hex you can find (I recommend turtles) and put them in a small box. Apply a scar to each one of them and give them to your party members to drop in a backpack. (if you care cast stasis or something to put them in a state of suspended animation)
Next take a few flying critters you control and scar them to, then send them into range of anything you don't like.
Finally take the split hex feat (you were going to do it anyway)

Now any target within 30 feet of ANY target you have scarred can be affected by any non-touch range hex you have while keeping your witch safely up to a mile away from them.

Add to that if you want to find/kill/hex the BBEG in a dungeon simply scar and release one of his minions. You can devastate him from the safety of the front door of their dungeon/castle/crypt/etc.

This is very clever. When I get time, I will update the guide with this information.


1 person marked this as FAQ candidate.
Mathwei ap Niall wrote:
ShadowChemosh wrote:
pipedreamsam wrote:


Blood Transcription** - A pretty creative way to add more spells to your familiar. It doesn't rely on saves so this is a spell I carry one or two scrolls of before going into a dungeon. Note that it does not require the target to be humanoid, but it does have the evil descriptor so cast sparingly. Without the scribe scroll feat this is pointless.
Except the spell says "you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch)"

If you are going to quote use the whole text.

Blood Transcription wrote:
"During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source.
Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

The spell clearly says what options you can do. You may either A) Write the spell down (ie scroll) or B) Teach it to your familiar if you are a witch.

What you quoted says that to do this I need to make a Spellcraft check (DC15+Spell Level) the NORMAL rules for a faimilar to learn. It does NOT mean that you need a feat to convert it into a scroll first for a useless step. This specific rule in the spell overrides the generic rule found on page 68 of the APG.

Happy gaming!

edited: I am tired so edited post to fix/remove wording that made the post sound hostile. Not my intent. I really don't see the spell working the way you do. Maybe some day we will get an official FAQ but until then I take the spell to allow direct addition to your familiar making it a great spell.


mdt wrote:
Do note that the scar hex is also a great hex if you are going to build your witch as a buffer/healer as well, since you can put scars on your allies and pump them full of witchy goodness at range.

Yes, this becomes a 4 star hex and I will update the guide with these ideas when I get time.


Where is h updatefor SCAR hex. PFSRD reads as old version.


STR Ranger wrote:
Where is h updatefor SCAR hex. PFSRD reads as old version.

FAQ


Ahhh, seen. That IS a good change. Any which should scar thier buddies and can then use beneficial hexes at range- fortune, healing etc.

The offensive applications are also nice.


ShadowChemosh wrote:

Blood Transcription

The spell clearly says what options you can do. You may either A) Write the spell down (ie scroll) or B) Teach it to your familiar if you are a witch.

What you quoted says that to do this I need to make a Spellcraft check (DC15+Spell Level) the NORMAL rules for a faimilar to learn. It does NOT mean that you need a feat to convert it into a scroll first for a useless step. This specific rule in the spell overrides the generic rule found on page 68 of the APG.

Happy gaming!

Do we have agreement on ShadowChemosh's interpretation of this spell? What rating should I give this in the guide?


c873788 wrote:
ShadowChemosh wrote:

Blood Transcription

The spell clearly says what options you can do. You may either A) Write the spell down (ie scroll) or B) Teach it to your familiar if you are a witch.

What you quoted says that to do this I need to make a Spellcraft check (DC15+Spell Level) the NORMAL rules for a faimilar to learn. It does NOT mean that you need a feat to convert it into a scroll first for a useless step. This specific rule in the spell overrides the generic rule found on page 68 of the APG.

Happy gaming!

Do we have agreement on ShadowChemosh's interpretation of this spell? What rating should I give this in the guide?

I think that the most legal way to read the spell isn't ShadowChemosh's.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
Mathwei ap Niall wrote:

. Every possible scroll you run across in a a session you feed to the familiar for free then buy the scroll after the session is over.

If a scroll is placed in a PFS module, it's highly likely that you might need to use it.


leo1925 wrote:
I think that the most legal way to read the spell isn't ShadowChemosh's.

I dunno, I think the intent is pretty clear; it says you can teach it to your familiar, so you should be able to.

Its very likely that the technicality of normally needing a scroll to do such was simply overlooked.

FAQing this would be a good idea, right?

Dark Archive

ShadowChemosh wrote:
Mathwei ap Niall wrote:
ShadowChemosh wrote:
pipedreamsam wrote:


Blood Transcription** - A pretty creative way to add more spells to your familiar. It doesn't rely on saves so this is a spell I carry one or two scrolls of before going into a dungeon. Note that it does not require the target to be humanoid, but it does have the evil descriptor so cast sparingly. Without the scribe scroll feat this is pointless.
Except the spell says "you gain the knowledge of this spell for 24 hours. During this time, you may write it down (or teach it to your familiar, if you are a witch)"

If you are going to quote use the whole text.

Blood Transcription wrote:
"During this time, you may write it down (or teach it to your familiar, if you are a witch) using the normal rules for copying a spell from another source.
Normal rules still require you to convert it into a scroll and feed it to your Familiar, so still keeps the same need for scribe scroll.

The spell clearly says what options you can do. You may either A) Write the spell down (ie scroll) or B) Teach it to your familiar if you are a witch.

What you quoted says that to do this I need to make a Spellcraft check (DC15+Spell Level) the NORMAL rules for a faimilar to learn. It does NOT mean that you need a feat to convert it into a scroll first for a useless step. This specific rule in the spell overrides the generic rule found on page 68 of the APG.

Happy gaming!

edited: I am tired so edited post to fix/remove wording that made the post sound hostile. Not my intent. I really don't see the spell working the way you do. Maybe some day we will get an official FAQ but until then I take the spell to allow direct addition to your familiar making it a great spell.

I see the intent of what you are saying but the hard and fast rules for witch familiars learning new spells are VERY specific. Since this guide is designed to be as RAW as possible and the specific rules for familiars trumps the vague rules for this spell.

As it sits right now there are only 3 valid, normal methods for a witch's familiar to gain a new spell and this spell does state use the normal rules for copying spells.

My interpretation of this spell is: You learn everything about this spell to be able to scribe it into a spellbook or onto a scroll to feed to a familiar (since that's the only way a familiar can learn a new spell from any source other than another familiar or your patron).

I stand by my original assumption for RAW play (home games I'd be inclined to agree with you and let it be the 4th way of adding spells)


A slightly different question on Blood Transcription: Do you need the whole body when you cast the spell or can you drain a pint of blood and later (within the 24 hours) cast the spell on it?

And can you cast it more than once on the same spellcaster, to learn multiple spells?

Dark Archive

thejeff wrote:

A slightly different question on Blood Transcription: Do you need the whole body when you cast the spell or can you drain a pint of blood and later (within the 24 hours) cast the spell on it?

And can you cast it more than once on the same spellcaster, to learn multiple spells?

Doesn't matter how much of the body you have as long as you can drain a pint of blood from it.

If you can drain multiple pints of blood from the body you can cast it multiple times. The only limitation appears to be total blood volume and what spells that caster knew.

Now with that said it is a poorly written spell, it states in the description you need the casters blood but the spell block states you need the casters body.
It states under components that it is a verbal only spell but the spell block has a material component (the blood)
You will have to decide which part of it makes the most sense.

Great idea, poor mechanics.


pipedreamsam wrote:

4th-Level Witch Spells

Additional 4th Level spells have now been added to the guide.

Witch's Guide


Just have to disagree a bit: Minor Creation is spectacularly good if you have craft: alchemy.

It effectively gives you as much damn poison as you could ever want, which is equal to a ton of gold worth of poison.

This alone makes it at least a 2 star spell, probably 3.

-Cross


FAQ wrote:
Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.

Where does this imply that offensive hexes can be used?

They are not "scry and similar divinations".

Mathwei ap Niall wrote:
Now any target within 30 feet of ANY target you have scarred can be affected by any non-touch range hex you have while keeping your witch safely up to a mile away from them.

Dark Archive

davidvs wrote:
FAQ wrote:
Fourth, the hex could benefit from a mechanical boost. Therefore, scarring a creature with the hex has two benefits: the witch can use any of her hexes on that creature at a range of up to one mile, and the witch is considered to have a body part from the target for the purpose of scry and similar divinations.

Where does this imply that offensive hexes can be used?

They are not "scry and similar divinations".

Mathwei ap Niall wrote:
Now any target within 30 feet of ANY target you have scarred can be affected by any non-touch range hex you have while keeping your witch safely up to a mile away from them.

I respond to this under protest..

The phrase "ANY HEX" in the description does seem to imply it will work with an offensive hex, since you know, those are HEXES too.

As for the second comment, what part of "has two benefits" didn't you get?

I prefer not to be mean but if you aren't even going to read the description of the powers and then call my judgement into question then you are just asking me to nerd-rage on you.


Crosswind wrote:

Just have to disagree a bit: Minor Creation is spectacularly good if you have craft: alchemy.

It effectively gives you as much damn poison as you could ever want, which is equal to a ton of gold worth of poison.

This alone makes it at least a 2 star spell, probably 3.

-Cross

I have added your comments to the spell description.

Grand Lodge

Pathfinder PF Special Edition, Starfinder Roleplaying Game Subscriber
c873788 wrote:
Crosswind wrote:

Just have to disagree a bit: Minor Creation is spectacularly good if you have craft: alchemy.

It effectively gives you as much damn poison as you could ever want, which is equal to a ton of gold worth of poison.

This alone makes it at least a 2 star spell, probably 3.

-Cross

I have added your comments to the spell description.

Actually the spell to do that would be Fabricate. Minor (and Major) Creation's creations are all temporary.


LazarX wrote:
c873788 wrote:
Crosswind wrote:

Just have to disagree a bit: Minor Creation is spectacularly good if you have craft: alchemy.

It effectively gives you as much damn poison as you could ever want, which is equal to a ton of gold worth of poison.

This alone makes it at least a 2 star spell, probably 3.

-Cross

I have added your comments to the spell description.
Actually the spell to do that would be Fabricate. Minor (and Major) Creation's creations are all temporary.

Ah, good catch. Looks like I have to re-edit my comments on this spell.


c873788 wrote:
LazarX wrote:
c873788 wrote:
Crosswind wrote:

Just have to disagree a bit: Minor Creation is spectacularly good if you have craft: alchemy.

It effectively gives you as much damn poison as you could ever want, which is equal to a ton of gold worth of poison.

This alone makes it at least a 2 star spell, probably 3.

-Cross

I have added your comments to the spell description.
Actually the spell to do that would be Fabricate. Minor (and Major) Creation's creations are all temporary.
Ah, good catch. Looks like I have to re-edit my comments on this spell.

The duration is 7 hours at the minimum level you can cast it. Poison the motherloving crap out of every weapon you have, every fight in a dungeon.

-Cross (<--Doesn't pay too much attention to durations once they get to hour/level)

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