Witch spell advice


Advice


We have just started a new campaign .. this time pure pathfinder. I am playing a witch and the only other arcane caster is a knowledge based bard. On top of it looks like the campaign might be undead (vampire?) based.

I am looking for a couple of second level spells any advice to remain useful?


Glitterdust and web are probably your best combat support spells, but keep in mind that a lot of your combat operations will be disabling the enemy with hexes anyway. So I would look for spells that do out-of-combat support, or things your hexes cannot accomplish.

Alter self, delay poison, detect thoughts, and perhaps see invisibility are all ones that strike me as useful.

Hold person and blindness/deafness are very powerful spells, but generally what they do (incapacitate a single target that fails its save) duplicate what your hexes do. The advantage, especially with blindness/deafness, is the considerably longer range. I would definitely consider range whenever possible in setting up your spells. Most of your hexes, and particularly cackle, are very short-ranged.

Most of your hexes are Will saves. Look for spells with Fort or Reflex saves so you can do something against enemies with strong Will saves. Look for spells that don't have saves at all so you can try and affect targets with strong saves or immunities.


Recall that undead are immune to mind affecting spells and usually have strong Will saves. Definitely look for spells that will be effective against them, or boost your friends.

Also, consider Fortune and Misfortune hexes, and look for a patron with useful spells for what you need.


cheers, give me a few more options

Glitterdust definately sounds like a good idea and Web sound versatile. I had thought about Burning Gaze, which might be a bit weak just so the party has some damaging magic. My third level feat (Extra Hex) is going to be either Fortune or Misfortune not quite decided which yet.


Berdache wrote:
My third level feat (Extra Hex) is going to be either Fortune or Misfortune not quite decided which yet.

I'd recommend Misfortune - you;ll have a lot more enemies than allies, most days.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Burning Gaze is bad. It requires you to spend Standard actions to use the spell effect each round.

See my guide about Witches shutting down enemies. That should help you.

As for some quick advice, Hold Person, Glitterdust, and Blindness/Deafness are all great options. I also was able to convince my GM to let me use the obscure spell Limp Lash, be we had to discuss it in detail and make some modifications and clarifications.


Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.


Well, first recognize that a lot of the witch's spells and hexes are mind-affecting, and thus ignored by undead. At some point you might find it worthwhile to take the thanotopic spell feat so that you can metamagic a select few spells into affecting undead after all. As early as 5th level, you'll be able to do this with cause fear, charm person, command and ill omen. Once you hit 11th level, thanatopic enervation will be awesome.

Misfortune isn't mind-affecting, and I agree with Arbane, it's better than Fortune when you consider that neither hex can be used more than once a day on an individual.

Second, recognize that a witch with a pumped UMD score is a witch that isn't limited to witch spells; do everything you can to max out UMD and stock up on scrolls and wands of spells not otherwise available to you.

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EDIT: You asked about 2nd level spells. I'd say spectral hand so you can deliver cure spells to hurt undead at range, and blindness/deafness.

Sczarni RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32

Tiny Coffee Golem wrote:
Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.

I never thought of that! Good catch.


Blindness/Deafness
Glitter Dust
See Invisibility
Pox Pustules
Sickening Strikes
Vomit Swarm
Web
Hold Person


CalebTGordan wrote:
Tiny Coffee Golem wrote:
Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.
I never thought of that! Good catch.

Happy to help. :-)


Tiny Coffee Golem wrote:
Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.

I really hesitate to do anything with a witch that makes the familiar more of a target.


thejeff wrote:
Tiny Coffee Golem wrote:
Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.
I really hesitate to do anything with a witch that makes the familiar more of a target.

Depending on what it is just have it sit on your shoulder. You'll effectively have the magic version of the shoulder lazer from Predator. :-)


Arbane the Terrible wrote:
Berdache wrote:
My third level feat (Extra Hex) is going to be either Fortune or Misfortune not quite decided which yet.
I'd recommend Misfortune - you;ll have a lot more enemies than allies, most days.

But with cackle and fortune, a strong fighter with a big backpack and a small witch, the witch can useful all day as long there is an unlimited supply of cough sweets.


carn wrote:
Arbane the Terrible wrote:
Berdache wrote:
My third level feat (Extra Hex) is going to be either Fortune or Misfortune not quite decided which yet.
I'd recommend Misfortune - you;ll have a lot more enemies than allies, most days.
But with cackle and fortune, a strong fighter with a big backpack and a small witch, the witch can useful all day as long there is an unlimited supply of cough sweets.

and remember you can cackle twice a round if you dont do anything else.


Talk to your GM before trying to go overboard with the cackling twice a round to keep fortune up on the whole party route.
Some aren't fond of it.


I personally love Screech and Vomit Swarm


thejeff wrote:

Talk to your GM before trying to go overboard with the cackling twice a round to keep fortune up on the whole party route.

Some aren't fond of it.

IMO If you are prelonging it to the next room / fight round the corner it should be ok. Keeping it going through the wilderness for an hour breaks rule #7.


CalebTGordan wrote:
Tiny Coffee Golem wrote:
Burning gaze is fine if you cast it on your familiar. Let it use its actions to damage while you do other things.
I never thought of that! Good catch.

And it just gets awesome if you "Daze" it with a Rod.

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Web and glitterdust are the level 2 gems.
Alter self or Fog Cloud can be really useful.
Vomit swarm is sooooooo Witchy
I'd say Levitate as well but the Hex is so good you must take it.


Cheers for all the good advice .. to many good spells to get all of them.


If it's undead-heavy, you really want to be a Gravewalker, your spell list is poorly suited for handling undead. Bard should also look into Dirge Bard.


Alternatively, you could go with Samsaran race to add a bunch of undead-effective spells like Command Undead to your arsenal via Mystic Past Life.


I do like Samsaran (I play a Magus of that race) but a bit late to change now as the campaign has started.


As a human could he take additional traits and select adopted trait and take the samsaran mystic past life trait (serious question, not sure if possible)


No, because it's not a trait. It's a variant racial feature.


ah if only you could use a feat to buy that many more spells on associated spell lists .. everyone would have it


Ooh!! Yeah I should have read it closer thought it was an actual race specific trait like the elf one that gives initiative, not an actual race trait...

Hmmm, may have to make my witch a samsaran to get boneshatter.

Anyway a good spell vs golems or high spell resistance enemies is caustic cloud


If you go samsaran then grab communal protection from evil too. Vampires are heavy into the control and domination too so you're going to want to protect your allies from that.

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