
thegarrettcall |

All good points. In the end, this archetypes seems too vaguely written –considering that the RAW wording of the class leaves it open to allow TWO PATRONS to the witch (though my logic would assert that this couldn't be the case).
Also, the Blood Transcription spell exists, and is free for Witches (because there is no cost for copying spells for a Witch)....
I've always been a fan of Blood Transcription, but my GM is a stickler for spells with alignment –ruling 2-3 intentional castings of an [evil] spell will change a PC's alignment. I personally think it lame that the spell is considered evil, you're not drinking a live person's blood. If anything, the evil act is the killing of the person before the spell is even cast. Evil seems circumstantial for this spell, personally. In any case, my GM pretty much bans this spell due to a long list of reasonable points.
The process removes the spells from the book, so you can't even loan someone's....
Back to the Wyrmwitch, that's a good point about the spells being removed from the spellbook. Makes me lean toward the opinions stated above considering the length of time required to absorb spells.
Nevertheless, I would suggest that a tweak to the rules might make things a bit more interesting. Perhaps the Spellcraft DC could increase incrementally as more spells are absorbed in a single day? Some nuance might be needed, however, because losing spells upon absorption could be unnecessarily punitive –like one attempt per day for a spell; or all the checks are lumped into one and the DC is adjusted based on the number of spells. The latter could help higher level sessions from devolving every time the party rests into one player rolling checks with the GM for 15 minutes, while the rest of the players wait until they're done. I personally find one pivotal check more engaging that several for party involvement.