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Haldrick |
![Axebeak](http://cdn.paizo.com/image/avatar/A6-Axe-Beak.jpg)
The spells I find missing are the utility spells. I was stating up an NPC witch, when I realised she could not have Arcane Lock.
The witch has the same problem any arcane caster has. They cannot have as big a spell list as a wizard. No one does/can. Even when a new class gets a different spell it is invariably also added to the wizard/Sorc spell list. In order to make it distinctive you take spells away from the Wiz spell list.
The witch trys to solve this by a) Hexes and b) having some clerical spells.
It is an interesting idea. But needs more utility versitility in mu opinion.
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Skizzy |
![Kaleb Hesse](http://cdn.paizo.com/image/avatar/PZO9044_Kaleb.jpg)
I'm not saying that you didn't have a problem, and I'm not saying that the problem was a bad build, I'm only pointing out that this is one of those "not my time" things, much as what can happen to any character.
I understand what you mean entirely and I do not mean to say that my particular play style is the only play style.
What I do want to point out is that the witch's spell list is about 80% Enchantment, Necromancy, and Divination. So normally most people will choose from those schools.
That is the problem however, you've funneled the witch into choosing these spells over the small portion of Conjuration or Evocation.
The difference between the Witch and a Wizard (Enchanter) is that the Wizard can still choose effective blast spells when faced against opponents that are immune to mind affecting effects.
Most Witches from what I remember reading in literature, are support characters, they either buff the party or hinder the opponents. The Witch gets a tiny bit of both roles when I look over the spell list. A major focus is the mind affecting spells and they tend to hurt the party when we face creatures that are immune to such things. If anything I'd say add some transmutation to the Witch's arsenal and it could possibly even out the playing field for her.
Cause she'll be able to summon creatures for example then start buffing them up.
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The Bane Company |
So far, I feel the Witch has a good feel to it. Most of the spells i think are fitting. I do feel that Burning Hands is a bit odd, and I agree that Lightning Bolt and Chain Lightning should be removed for Call Lightning and Call Lightning Storm hands down. I think the wall of thorns is a must as well. Enlarge person seems odd to me. I only remember witches shrinking things.
I like the familiar bonus spells mechanic but I think that with such an emphasis on the familiar and seeing how if it dies, you lose all the spells you have invested in it, maybe some spells to protect it at low levels like sanctuary. Yeah, there is the ward hex, but then it's always tied up on your familiar. If a witch loses her familiar, there goes 500gp for every level she has, the money she spent to buy the scrolls to teach her familiar plus another 1000gp for reincarnation. A wizard can borrow a spellbook, load up on spells and go retrieve his spellbook and be fine. He doesn't have to pay thousands of gold to perform a ritual to start casting spells again. So more pet protection would be nice.
Just some thoughts.
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![Red Dragon](http://cdn.paizo.com/image/avatar/PZO9093-RedDragon_500.jpeg)
Nor should they get stuff like: charm/dominate animal, commune with nature, etc. They are not druids. At first I tought they should get speak with animals, but I'm not sure. Witches are not like druids a part of nature, they rahter use nature to their own needs.
So, while using nature for thier own needs, they have no use for charm/dominate animal? Have the knight's horse to throw him, the hunter's hounds to turn on him!
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Freddy Honeycutt |
Regardless of the final lists for each class, the ability to change and shape that list needs to happen (as written only the alchemist has the ability to modify his list).
I have suggested a feat
Obscure Spell Training
That at each level a caster may remove a spell from the listed spells and add a different spell from another source.
This eliminates four problems
1, a spell you like is not on the list for the class you want to play
2, additional rules and suppliments in the future do not have to designate spells as being for "witch" classes. This was a problem b/4 with the only list being maintained well was bonus feats for fighters.
3, this makes the classes backwards compatablie with previos materials and other published materials.
4. a multiclass character may need a wider selection of spells
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Exiled Prince |
![Dr Davaulus](http://cdn.paizo.com/image/avatar/A12-Queens-Doctor.jpg)
Regardless of the final lists for each class, the ability to change and shape that list needs to happen (as written only the alchemist has the ability to modify his list).
I have suggested a feat
Obscure Spell Training
That at each level a caster may remove a spell from the listed spells and add a different spell from another source.This eliminates four problems
1, a spell you like is not on the list for the class you want to play
2, additional rules and suppliments in the future do not have to designate spells as being for "witch" classes. This was a problem b/4 with the only list being maintained well was bonus feats for fighters.
3, this makes the classes backwards compatablie with previos materials and other published materials.
4. a multiclass character may need a wider selection of spells
I love this one. I've already copy and pasted it. Thanks
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Madcap Storm King |
![His Mighty Girthness Chief Rendwattle Gutwad](http://cdn.paizo.com/image/avatar/PZO9500-5-Gutwad.jpg)
The only issue I can name with it is that it switches only one spell per level. For a whole feat that seems a bit weak. I would rather it required less resource expenditure, but I do recognize the utility and usefulness of your feat as is.
To increase its versatility, maybe have it switch a number of spells equal to the levels of spells you can cast? Or a number equal to your casing stat?