Best Witch debuff spells


Advice


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Pick your best debuff spells for a Witch up to and including level 4. I'm trying to figure out which spells I should get. I will have spectral hand so delivering melee touch spells won't be a problem.

Looking for spells that can help set up a capstone spell ie. slumber, hold person, etc


I know you all have some good ones :)


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Stricken Heart is a favorite of mine. No save stagger.
Boneshaker is pretty good too.

Contributor

Ill Omen is a must. I also like Inflict Pain. Bestow Curse is a bit of a classic. You'll want to take Evil Eye, Misfortune, Cackle and Slumber as hexes.


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1st Level:

Ill Omen- You know this one

Cause Fear- Frightened...if save is made they are Shaken for 1 round.

Frostbite- Fatigued

Ray of Enfeeblement- Str penalty but Half effect on a save...Gets better as you level...not a good low level choice but mid levels this is a nice debuff.

2nd Level:

Blindness- Cause they receive a 50% miss chance on all attacks, Can't target anything, Is denied Dex and takes other negatives.

Fury of the Sun- Not really a great spell but can debuff Fatigued Condition that can continue to harm them.

Glitterdust- One of the best spells in the game, Blinds, Outlines invisibility, and looks good too.

Haunting Mists- This is pretty comical. Make sure team mates know not to go into the fog.

Limp Lash- Single target but when it sticks it is brutal.

Pox Pustules- Sickened and -4 Dex

Vomit or Summon Swarm- Distraction and Damage.

3rd Level spells:

Bestow Curse- -6 to an ability or 50% chance to do nothing.

Dispel Magic- Literally De-Buffs an enemy that has buffed themselves.

Disable COnstruct- Can only target constructs but they tend to be an annoying foe for casters of all types.

Gloomblind Bolts- New spell I have never tried...let me know how this one works out, please.

Nauseating Trail

Pugwampi’s Grace- Hilarious

Ray of Exhaustion

Stinking Cloud- one of the best at this level.

Thorny Entanglement- A really good one for this level. Sadly you need at least grass or some plant life to make this work.

4th Level spells:

Black tentacles- Grappled is a debuff in my book.

Confusion- A really good Debuff, I have seen this destroy a group of enemies by killing each other. Hilarious.

Crushing Despair- -2 to most rolls made. Cancels out, Good Hope.

Debilitating Portent- A very good Debuff. Halves the damage they do. Seems like a good thing.

Enervation- Negative levels. This is a boss killer and a way to take a single target and make them regret engaging the group. At one time I had access to 3rd party Choice of Improved Familiars. I took a Negative energy Elemental which Maximizes this spell and Channels...I tagged on Empower spell meta magic rod and was shredding enemies.

Fear- Cone of get the f- out of here.

Fleshworm Infestation- evil spell...pre-nerf this was ungodly good...it's still good but not AS good as it use to be.

Spite- For touching me this is your punishment...I like this spell.

Now if that is not enough Debuffs you can look at using Rime and Dazing Metamagics to turn your Cold and Blast spells into control/debuff spells. Rime is very easy to work with as you will have plenty of cold spells.


What are your thoughts on the Strangling Hair spell? Seems like a decent way to grapple a caster with good range.


Atalius wrote:
What are your thoughts on the Strangling Hair spell? Seems like a decent way to grapple a caster with good range.

It is a concentration spell.

Also, it would work against other casters if you manage to get that close to them.

Against bigger creatures, fighters, full BaB classes...it is a Bad Idea. Like a Barbarian would probably just keep stabbing you to death with a 1 handed weapon.

So since you are limited in your spells per day I feel it is wasteful to designate a spell sole for casters when you can launch a damage spell at them or hit them with something to interrupt their casting in another way. Like Fog, blindness, swarm, ext ext.

Up to your play style but it deff. is not in my playstyle to use a spell like that.


Louise Bishop wrote:

1st Level:

Ill Omen- You know this one

Cause Fear- Frightened...if save is made they are Shaken for 1 round.

Frostbite- Fatigued

Ray of Enfeeblement- Str penalty but Half effect on a save...Gets better as you level...not a good low level choice but mid levels this is a nice debuff.

2nd Level:

Blindness- Cause they receive a 50% miss chance on all attacks, Can't target anything, Is denied Dex and takes other negatives.

Fury of the Sun- Not really a great spell but can debuff Fatigued Condition that can continue to harm them.

Glitterdust- One of the best spells in the game, Blinds, Outlines invisibility, and looks good too.

Haunting Mists- This is pretty comical. Make sure team mates know not to go into the fog.

Limp Lash- Single target but when it sticks it is brutal.

Pox Pustules- Sickened and -4 Dex

Vomit or Summon Swarm- Distraction and Damage.

3rd Level spells:

Bestow Curse- -6 to an ability or 50% chance to do nothing.

Dispel Magic- Literally De-Buffs an enemy that has buffed themselves.

Disable COnstruct- Can only target constructs but they tend to be an annoying foe for casters of all types.

Gloomblind Bolts- New spell I have never tried...let me know how this one works out, please.

Nauseating Trail

Pugwampi’s Grace- Hilarious

Ray of Exhaustion

Stinking Cloud- one of the best at this level.

Thorny Entanglement- A really good one for this level. Sadly you need at least grass or some plant life to make this work.

4th Level spells:

Black tentacles- Grappled is a debuff in my book.

Confusion- A really good Debuff, I have seen this destroy a group of enemies by killing each other. Hilarious.

Crushing Despair- -2 to most rolls made. Cancels out, Good Hope.

Debilitating Portent- A very good Debuff. Halves the damage they do. Seems like a good thing.

Enervation- Negative levels. This is a boss killer and a way to take a single target and make them regret engaging the group. At one time I had access to 3rd party Choice of...

Say when I'm level 6 and Ray of Enfeeblement is doing 1D6+3 STR damage isn't the DC still a first level DC so its pretty easy to beat the Save?


Louise Bishop wrote:
Atalius wrote:
What are your thoughts on the Strangling Hair spell? Seems like a decent way to grapple a caster with good range.

It is a concentration spell.

Also, it would work against other casters if you manage to get that close to them.

Against bigger creatures, fighters, full BaB classes...it is a Bad Idea. Like a Barbarian would probably just keep stabbing you to death with a 1 handed weapon.

So since you are limited in your spells per day I feel it is wasteful to designate a spell sole for casters when you can launch a damage spell at them or hit them with something to interrupt their casting in another way. Like Fog, blindness, swarm, ext ext.

Up to your play style but it deff. is not in my playstyle to use a spell like that.

ya good point, would Lipstitch be a better anti caster spell?


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Hallucinogenic Smoke....P4P one of the best in the game


Louise Bishop wrote:

1st Level:

Ill Omen- You know this one

Cause Fear- Frightened...if save is made they are Shaken for 1 round.

Frostbite- Fatigued

Ray of Enfeeblement- Str penalty but Half effect on a save...Gets better as you level...not a good low level choice but mid levels this is a nice debuff.

2nd Level:

Blindness- Cause they receive a 50% miss chance on all attacks, Can't target anything, Is denied Dex and takes other negatives.

Fury of the Sun- Not really a great spell but can debuff Fatigued Condition that can continue to harm them.

Glitterdust- One of the best spells in the game, Blinds, Outlines invisibility, and looks good too.

Haunting Mists- This is pretty comical. Make sure team mates know not to go into the fog.

Limp Lash- Single target but when it sticks it is brutal.

Pox Pustules- Sickened and -4 Dex

Vomit or Summon Swarm- Distraction and Damage.

3rd Level spells:

Bestow Curse- -6 to an ability or 50% chance to do nothing.

Dispel Magic- Literally De-Buffs an enemy that has buffed themselves.

Disable COnstruct- Can only target constructs but they tend to be an annoying foe for casters of all types.

Gloomblind Bolts- New spell I have never tried...let me know how this one works out, please.

Nauseating Trail

Pugwampi’s Grace- Hilarious

Ray of Exhaustion

Stinking Cloud- one of the best at this level.

Thorny Entanglement- A really good one for this level. Sadly you need at least grass or some plant life to make this work.

4th Level spells:

Black tentacles- Grappled is a debuff in my book.

Confusion- A really good Debuff, I have seen this destroy a group of enemies by killing each other. Hilarious.

Crushing Despair- -2 to most rolls made. Cancels out, Good Hope.

Debilitating Portent- A very good Debuff. Halves the damage they do. Seems like a good thing.

Enervation- Negative levels. This is a boss killer and a way to take a single target and make them regret engaging the group. At one time I had access to 3rd party Choice of...

Wouldn't an issue with Cause Fear be the enemy screaming as its running away in a dungeon alarming all the rest of the baddies leading to my impending doom?


Atalius wrote:
Wouldn't an issue with Cause Fear be the enemy screaming as its running away in a dungeon alarming all the rest of the baddies leading to my impending doom?

It is not Panicked.

But I tend to not have that problem. You can be mid boss fight and fear a mook.

You can position yourself correctly they will flee in the opposite direction.

It really just depends on the fight itself and making educated decisions. Prepared casters are some of the hardest to play characters because they involve lots of decision making.


Am I reading Limp lash correctly? If they stay in my range they are going to get owned as long as I make my ranged touch attack? If I miss my ranged touch attack is the spell lost? Do you use this spell much? This spell seems like it could work well with the opponent entangled via your Rime suggestion or even with Web Bolt they can't move.

Scarab Sages

Atalius wrote:
Am I reading Limp lash correctly? If they stay in my range they are going to get owned as long as I make my ranged touch attack? If I miss my ranged touch attack is the spell lost? Do you use this spell much? This spell seems like it could work well with the opponent entangled via your Rime suggestion or even with Web Bolt they can't move.

They have since nerfed Limp Lash horribly because the target just needs to step out of range now.

Until that, it was AMAZEBALLS.

I used my witch to typically cast Ill Omen, then Ray of Enfeeblement, then Limp Lash. They weren't busting out of that at all.


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A couple of observations on spells already mentioned by others above:

With Ill Omen, if you can get your hands on a Lesser Rod of Quicken Spell, or at higher levels you get Quicken Spell itself, you get around the problem of enemies who are aware of Ill Omen being able to handwave it away -- they won't have time before you hit them with the debuff that you really want to stick.

With (Cone of) Fear, in some common situations you might want only some of the enemies to fail their Saves, so that you can deal with the remaining enemies more easily.


UnArcaneElection wrote:

A couple of observations on spells already mentioned by others above:

With Ill Omen, if you can get your hands on a Lesser Rod of Quicken Spell, or at higher levels you get Quicken Spell itself, you get around the problem of enemies who are aware of Ill Omen being able to handwave it away -- they won't have time before you hit them with the debuff that you really want to stick.

With (Cone of) Fear, in some common situations you might want only some of the enemies to fail their Saves, so that you can deal with the remaining enemies more easily.

Can I decide who in the cone gets affected? How does that work?


Bomanz wrote:
Atalius wrote:
Am I reading Limp lash correctly? If they stay in my range they are going to get owned as long as I make my ranged touch attack? If I miss my ranged touch attack is the spell lost? Do you use this spell much? This spell seems like it could work well with the opponent entangled via your Rime suggestion or even with Web Bolt they can't move.

They have since nerfed Limp Lash horribly because the target just needs to step out of range now.

Until that, it was AMAZEBALLS.

I used my witch to typically cast Ill Omen, then Ray of Enfeeblement, then Limp Lash. They weren't busting out of that at all.

Can it still work if the enemy is in a room and nowhere to run out of range?


Atalius wrote:
UnArcaneElection wrote:

A couple of observations on spells already mentioned by others above:

With Ill Omen, if you can get your hands on a Lesser Rod of Quicken Spell, or at higher levels you get Quicken Spell itself, you get around the problem of enemies who are aware of Ill Omen being able to handwave it away -- they won't have time before you hit them with the debuff that you really want to stick.

With (Cone of) Fear, in some common situations you might want only some of the enemies to fail their Saves, so that you can deal with the remaining enemies more easily.

Can I decide who in the cone gets affected? How does that work?

Just place the cone carefully so that a couple of enemies aren't in it.


^For even less work than that, just DON'T boost the Fear DC too high for most of the enemies to save against. Then, on average, some of them will fail their Saves and run away, and some will succeed on their Saves and be at your mercy until they figure out that their reinforcements are severely depleted. This won't work against all types of enemies, of course, but against the dumber ones and against the slave-driving/driven types in which the mooks feel compelled to fight you lest they face the wrath of their masters (who may even feel the same compulsion at a higher rung), it should work fairly well.


Seems like I should be getting Spell Focus Conjuration, the battlefield control options are incredible. While using a lesser metamagic Rime Rod (3k gold) I could pick it up once im around level 4. Which item is superior to get this early in the game, a +2 headband of INT or a lesser metamagic Rime rod? I will be getting spells like Flurry of Snowballs, Winter's grasp, Sleet Storm.


Sleet Storm doesn't work with Rime Spell, because it doesn't inflict cold damage, just gives terrain modifiers. Ice Storm works.


Nobody mentioned Summoning at all? Is summon Monster III and above viable or a waste of a spell slot?


Atalius wrote:
Nobody mentioned Summoning at all? Is summon Monster III and above viable or a waste of a spell slot?

Summon Monster is not a Debuff.

They are ok. They do slow down combat but have a place in a controller's book.

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