Witch finally gets 9th level spells


Advice


We are coming up on the end of War for the Crown and leveling up to 17th.

I can learn 3 spells (2 for the level, another FCB) and am seriously considering:

- Rival's Weald
- Communal Mind Blank
- Summon Monster IX

Others of interest include:

- Scribe's Binding
- Astral Projection
- Polar Midnight
- Dominate Monster
- Mass Hold Monster
- Teleportation Circle

If you've played at witch (or perhaps wizard/sorcerer -- only Rival's Weald is from the druid list) at this level, are there choices you've been particularly happy with?


as always it is dependent on your feats, spell affecting abilities, campaign(what types of challenges are common), party strategies...

Core 9th Witch spells (alphabetical)
• Dominate Monster. Charm Monster is easier but means avoiding initiating combat to avoid the save bonus and the creature retains autonomy. Obviously Bluff, Diplomacy, Intimidate are useful skills. On a humorous note, dominating your allies is one way to abate failed charms & compulsions.
• Fey Form 4 IF you polymorph & cast/scout.
• Summon Monster 9 for a range of combat mooks & monster abilities. Spell Focus Conj and Augment Summoning are important feats for summonings.

the rest are interesting to convenient, or 'save or sµck' spells.
I don't care for the communal spells, just cast the lower ones for longer durations and cast them earlier.
Some spells have similar effects as other lower level spells, so mechanically just a higher Spell Level with higher DC which could be replaced with Heighten Spell metamagic.
For attacks/evocations 1d6*CL with Rflx for dmg/2 is your standard. If a spell is less than 50% of that then what is it really for or what does it really do? Lower level spells and metamagics can replace them.


Unlike Azothath, I'm a fan of communal spells. 1 9th level spell instead of four 8th level spells can be a good trade.

How is your group on spells from earlier editions?
Because there are some very nice Witch spells from 2e you might want.


Thank you both. I decided on:

- Dominate Monster (will save)
- Rival's Weald (fort save)
- Summon Monster IX

I lean toward area effect spells and targeted hexes. But I'll make an exception for Dominate Monster.

Cheers

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