Well, Enchantment and Insanity are probably the best debuffing patrons, but I've always thought the time patron to be one of the strongest all around. Between Haste, Threefold Aspect, Teleport, Disintegrate and Time Stop, I find you can actually get a lot of use out of the bonus spells, even if you're a debuff build.
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Aren't all patron spells normally not on the Witch class list?
In a perfect world where Paizo wouldn't waste a lot of paper this would be the case. Sadly, many patrons are total crap because they give you only very few new spells. Like Portents, 8 of 9 spells are already on your spell list.Also, sometimes you get spells from your list earlier then normal (and while the rules don't explicitly say it, presumably at a lower spell level).
A witch has the worst spell list of all full casters. Therefore, you want a paton that gives you stuff you are lacking. Plus, you don't really need 15 single target mind-effecting will-negates spells (you have hexes for that).
Relevant (IMO) patrons are:
Agility: haste @6, freedom of movement @8, ethereal jaunt @14
Deception: invisibility @4, blink @6, time stop @18
Shadow: silent image @2 and many of those shadow evocation/conjuration spells that are so much better for witch than for wizard
Spirits: invisibility @4, ethereal jaunt @14, ehterealness @18
Time: silence @4, haste @6, disintegrate @12, time stop @18
Transformation: If you are allowed to use pre-change scarred witch doctor
Trickery: mirror image @4, mislead @12, reverse gravity @16, time stop @18
Wisdom: magic vestment @6, spell turning @14, mage's disjunction @18
This handbook has a nice list with every spell already on the witch spell list marked.
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Makarion wrote:Arguably, shaman has a worse spell list than witch among the full casters.
I agree. I also find the Witch list far more fun to play with than the Cleric/Oracle list. Arguably less powerful, but much more fun.
Trickery patron is my favourite. Illusions are fantastic.
Indeed! I'm actually about to start playing a witch next week. I really considered shaman (in good part because of the better skill selection and +2 points/level), but that spell list, ugh. Just couldn't do it. The vibe's all wrong, frankly: badly neutered and bland, somewhere indistinct halfway between druid and witch.
You know it's bad when you're considering hexcrafter magus because the spell list might be more colourful. Shaman has a lot of flavour, I think, but the spell selection is solidly beige.
Ley Line Guardian from OA turns the witch into a spontaneous caster with an interesting caster level boost ability. With the slumber hex and hair hex, shadow patron and healing spells on your spells known you can be a power house of battle field control with nearly endless options including support. Illusions are nearly always interesting and game changing but if they fail you, you can always fall back on 1d4 +1.5*int mod and poke them in the eye with your hair.
Key word your Looking for is:
This wins fights and end game is basically what High level Caster fights turns into. Cloudkill is a fun pairing with Time stop as it works with your Debuff theme. Other AOE debuff spells come in handy.
Deception (not my favorite of the bunch)
Others worth mentioning if you refuse Time Stop:
Plague (Undead are a witchs worst nightmare this helps tremendously)
Shadow (As others have mentioned)
Occult (Same reasons as Plague to cover a weakness)
See, I never consider spells beyond 5th level or so (maybe 6th) - campaings rarely last that long, since by that time the PF system just breaks down, even if RL has been kind to the scheduling of the various players. As such, Time Stop (although one of the 3 best spells in the game in my opinion) is not a consideration.