
tonyz |

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.

Berdache |
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.

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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.

Damon Griffin |

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.

Tiny Coffee Golem |

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. :-)

carn |
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.

Berdache |
Arbane the Terrible wrote: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.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.
and remember you can cackle twice a round if you dont do anything else.

Berdache |
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.

Booloo |

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.