starting witch spells


Advice


sources: crb, occult adventures, advanced players guide.

starting first level spells for a witch, focused on debuffing first, and then buffing team. will have 8 1st level spells known to start.
(20 int)

any advice?

Dark Archive

Pathfinder Adventure, Adventure Path, Lost Omens, Pathfinder Accessories, PF Special Edition Subscriber

I have played several Witches and these are always my Go-To spells:

Adhesive Spittle: Great for slowing down the enemy, setting them up for the rogue or preventing them from fleeing.

Cure Light Wounds: It never hurts to be able to heal (you can substitute Infernal Healing if the party already has a Cleric or other good healer)

Ear-Piercing Scream: Useful against those pesky Evil Outsiders with Fire/Cold resistance, etc... Also against incorporeal opponents.

Enlarge Person: Good for bolstering your martial allies when they need to block a door or hammer through some DR.

Ray of Enfeeblement: Nice for severely hindering physically powerful opposition. Nothing Ruins a Str-20 Barbarian's day quite like losing a lot of Strength. Also useful for stopping people from fleeing as their encumbrance level suddenly changes

Sleep: Excellent for dropping low level clusters of opponents or eliminating guards you don't want to kill.

Snowball: One of the best 1st level spells in the game. Scaling damage, ranged touch AND can stagger an opponent. What's not to love?


Second on Enlarge person. Makes a wonderful potion as well if you going the cauldron route.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Just don't forget mage armor when "cackling" over all the nifty offensive spells. Identify can also come in handy.

Ear-piercing scream (same effect as the daze cantrip at CL 1; OK, the save DC is 1 higher and it targets Fort instead of Will) and ray of enfeeblement (duration 1 round/level) are spells that are probably not as useful at 1st level as they are later on. Burning hands, although not a popular choice, is pretty much the only spell option the witch has for dealing with swarms at 1st-2nd level; likewise, icicle dagger can be useful as a last ditch weapon (and it also scales decently).


Another good low level swarm killer: Sleep. Be careful of immunities, as it is mind affecting.

Chill Touch is good multi-attack vs. undead.

Frostbite is a debuff.

Fumbletongue can shut down a caster.

Marid’s Mastery can be a great debuff if you can land it.

Obscuring Mist is great combat control or a hide from ranged opponents

Reduce Person can make a sneaky person even more so.

Snowball is a ranged touch 1d6/L (max 5d6).

Sow Thought is a great mess-with-their-head spell.

Summon Minor Monster for 1d3 skunks: they have a debilitating attack, and they block charge lanes.

Vocal Alteration to make yourself seem to be someone else. Too bad you don't get disguise self.

/cevah

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