| Northern Spotted Owl |
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?
| Azothath |
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.