Witch spell selection


Advice


Starting CotCT tomorrow, the anticipation is at a fever pitch. I have 8 spells in my arsenal. They are Mage Armor, Chill Touch, Unseen Servant, Web Bolt, Enlarge Person, Ill Omen, Ray of Sickening, Mount. I have decided to memorize the following three: Web Bolt, Unseen Servant and Enlarge Person. I have a scroll of Mage Armor I will be using.

What are your thoughts on these spells? Should I learn different ones? Are the three I have memorized a good choice?


Are you comfortable having 0 damaging spells out of the gate? The list seems fine on its face but I'm not hugely convinced unseen servant is a great choice at level 1. Very few low level modules especially in an adventure path are going to require unseen servant shenanigans, whereas the chance of any random high roll from a goblin (or whatever) being death is pretty high. Might want to consider taking a multi target option like sleep, hypnotism or even burning hands for those lots of monster cases.


Ryan Freire wrote:
Are you comfortable having 0 damaging spells out of the gate? The list seems fine on its face but I'm not hugely convinced unseen servant is a great choice at level 1. Very few low level modules especially in an adventure path are going to require unseen servant shenanigans, whereas the chance of any random high roll from a goblin (or whatever) being death is pretty high. Might want to consider taking a multi target option like sleep, hypnotism or even burning hands for those lots of monster cases.

Hmm I do have Slumber.

Liberty's Edge

I usually find healing magic hard to come by early on in most APs, unless you have a cleric or an oracle of life. I've never played CotCT, so I can't speak to it specifically, but I usually find having cure light wounds worth knowing at first level, since you'll likely be second, or third level by the time you can buy a wand of cure light wounds.


Atalius wrote:
Ryan Freire wrote:
Are you comfortable having 0 damaging spells out of the gate? The list seems fine on its face but I'm not hugely convinced unseen servant is a great choice at level 1. Very few low level modules especially in an adventure path are going to require unseen servant shenanigans, whereas the chance of any random high roll from a goblin (or whatever) being death is pretty high. Might want to consider taking a multi target option like sleep, hypnotism or even burning hands for those lots of monster cases.
Hmm I do have Slumber.

Hypnotism is a good way to get people to sit still and get hit by that hex.


Adding Infernal healing + hypnotism


I'm going to feel like an ass if curse of the crimson throne is all full of undead or some other mind affecting immune critter.


Obscuring mist might help. I find it more useful than Mage armour for defence.

Liberty's Edge

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Chromantic Durgon <3 wrote:
Obscuring mist might help. I find it more useful than Mage armour for defence.

Not bad advice, but I've always found a scroll of obscuring mist to be the best idea. It's generally best reserved for defending against a large number of ranged users, or allowing melee characters to approach creatures with reach. If you're facing medium sized melee characters, you'll likely end up hampering you're own team more than the opponents. The 1 minute duration from a scroll should be plenty for one combat. Also, you may not run into a good set up to use obscuring mist in a day, and there's nothing I hate more with a prepared caster with few spells per day than having a spell prepared that you can't even use. Generally find mage armor gets used every time it's prepared.

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