Disguise-- The utility here is largely dependent on the campaign and the players interest in using disguises in the first place. -- You exchange this spell for any other 3rd level or lower spell you or an ally spell caster has available. just over half your attacks are a critical hit.). , +1 cold DC -- would be good if you could stack it with the. -- A lot of damage to a melee threat, particularly since it bypasses DR. -- Unlimited, long range communication but only with sleeping recipients. -- Too situational, unless your campaign features lots of mounted encounters or perhaps guard dogs. at will as a standard action. You lose the utility of a traditional familiar, but gain a +2 saving throw bonus per day each odd level. Remove Blindness is a Conjuration Spell in Pathfinder: Wrath of the Righteous . Half Orc-- Strongly consider the scarred witch doctorarchetype. is worth a 6th or 7th level spell slot (resp.). The gadget spec URL could not be found. to an opponent before hostilities commence -- at least when the opportunity presents itself. Depends on existing plants in the area. (will) -- Shut down enemy options to re-roll. . Flight-- Good at 3rd level, amazing at 5th. fateoffers nothing of note below 8th level, but is very solid after that. Delicious Fright-- A decent debuff, a modest buff for you, but not extended by cackle. Blight-- This hex has great flavor, but is far too situational. Success The target is blinded until its next turn begins. -- When youll be confronting another witch. The level of your campaign can shift the rating quite a bit, e.g. Unless you specifically want to target reflex saves. Other school categories include Abjuration Spells , Conjuration Spells , Illusion Spells , Divination Spells , Enchantment Spells , Evocation Spells , Transmutation Spells and Necromancy Spells. The overall utility is a mix, but for role play this could be pretty enjoyable. Losing 1 level of progression in witch is of course the cost. The intelligence-based strength on top of the reach adds lots of utility. | Five Torches Deep SRD Given the limited number of direct damage spells on the witchs list youre probably fine with a lesser rod. The latter is particularly valuable if youre stuck within melee range since hexes do not provoke an attack of opportunity. The first 3-5 hexes you get are far more important than successive ones. -- ankylosaurus, large elemental, salamander, (reflex) -- if you need direct damage and/or to target reflexes. : flight, low-light vision & blindsense, +3 fly skill. -- Every fort save you have to make becomes a free attack, provided there is a new target within a 30 range. (none, touch) -- Reduce an opponents will save and spell DC by 1 or 2. (fort) -- Modest damage, and temporarily prevents spell casting. The witch broadly lacks direct-damage spells, so this expands her options. I really want this to be good, but the witchs low BAB just cripples the archetype. Discord-- The opposite of Charm, you lower the attitude of a target. (+3 levels): There are scenarios where an enormous. It can be overpowered, even boring, if used too often. -- The 10 reach is nice for touch spells and attacks of opportunity. Could be good in the right campaign. (gnome) -- Long range communication with a sleeping target. An evil archetype. This is in trade for 3 hexes, and is the rare case where you come out reasonably well. All of the other familiars that grant an initiative bonus are better. Conversely, archetypes that trade out or modify your familiar arent typically as painful. Alternatively, consider playing a sylph and taking the feat. increases their power significantly. The main argument against this feat is that youll likely only ever craft a very few of them. And most of the wall spells arent on the witchs spell list anyway. (will) -- Would you hold this incriminating evidence for me? (will) -- Stagger an undead opponent for rounds/level, or daze for 1 round if already staggered. -- The ability to split this up into 1 minute increments greatly enhances its utility compared with. The witch gains hexes, which are roughly spell-like abilities, in addition to their spells. At higher levels your party members may have items that duplicate its effect. -- Only consider this after 8th level when you get a 2 step improvement in attitude, and youve taken enough of the preferable hexes that it looks better. Unless your choices are thoughtful & interesting, as opposed to just adding raw power (e.g. The familiar & patron lists are subsets of the witchs, but include good choices. You gain hexes more slowly, and notably no major nor grand hexes, however your hexes do scale up with stargazer levels. Its not as good as the wall spells, but its at will with the area increasing with your level. Otherwise its bad. Hubble, bubble, toil and trouble. witch spell to quicken. summon natures ally is a good spell, but witches already have summon monster, making this redundant. Compare with. (fort, will) -- Transform the target into a 1HD creature, on a missed will save they have its mental capacities. Compare with. Since you only get 2, and the 2nd is at 18th level, youll want to be pretty particular in your choice. The overall utility is a mix, but for role play this could be pretty enjoyable. Saving Throw Fortitude. (will) -- Get answers to questions for minutes/level. Recent Changes Using a hex does not provoke an attack of opportunity. Since each question requires 1 minute, consider. Steal Voice-- Tiefling only. The full round casting time and close range keeps it from being overpowered. (fort, touch) -- Over the next minutes/level the target takes about 8d6 every other minute. here. -- In combat youll probably have something better to do than boost another witchs DC by +1, but out of combat this is useful. Child Scent-- Interesting in terms of flavor, but still terrible. Familiars with hands and spoken language can use (rather than just wear) magic devices, including wands. -- A decent debuff, a modest buff for you, but not extended by cackle. Just to clarify, each of these CAN force a save vs blind. Misfortune-- This significantly disables an opponent when they fail their save, and all but ensures they will fail successive saves. To get the most out of a witch you really need to retain progression in spellcasting and hexes. Gift of Consumption-- Every fort save you have to make becomes a free attack, provided there is a new target within a 30 range. Touch of Blindness. In a campaign featuring a good number of incorporeal opponents this could be worthwhile. (reflex) -- Moderate damage, trip, difficult terrain, and can hit large opponents twice. Ameliorating-- Each party member can benefit from this hex daily. 296, Bestiary 5 pg. -- Swim and breath underwater for hours/level. Fun, but usually not a big enough effect for a major hex. You gain a questionable ability, conduit surge, in trade for 2 hexes. : stealth & scent, +3 stealth skill. Until 16th level when you get unravelyoure probably better off just taking prehensile hair. You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a -4 status penalty to Perception checks. (will) -- For days/level you force a target to avoid an object or location, or leave them sickened if their save succeeds and they do not avoid it. Beasts Gift-- Modest natural attacks are not worth a major hex. -- A +20 bluff boost 1/day. Compare with. -- Scout along a river for minutes/level. With a pseudodragon familiar you get flight and blindsense, at 11th level the flight is unlimited. Blindness Information Level: 2 School: Necromancy Spell Details: Target: Subscribe to the Open Gaming Network and get everything ad-free! (will) -- Force an opponent to give you an object theyre holding, e.g. Sink-- Too situational outside of a nautical campaign. -- Pretty situational, but interesting flavor. Fortuneor protectiveluckgive your front-line characters a nice buff, and soothsayerincreases their power significantly. While this stacks with evil eyeits often just too slow, and youd be better off escalating to misfortune. Gift of Consumption, Greater-- Now youre drinking poison just to watch it affect opponents. Note that a. is 14,000 gp and leaves that fireball in a 3rd level spell slot. You always want to locate spell effects and magic items. (none, touch) -- Moderate damage & moderate healing. -- Im not that interested in the sexy witch trope, and slumber is preferable in most situations. all day, 1/target if youre a cartomancer. A useful addition to. However youll likely be using your move actions for cackling or movement so its hard to count on continuous damage. But its still a tradeoff to determine whether youd prefer to cast, (+1 level): Its hard to justify this as a feat, given that 1. youll also require. -- Improve your odds of getting honest answers, particularly after applying, (will) -- Your target is crippled, akin to the. The COMPLETE Professor Q Wizard Guide (Zenith Games Copy), Tark's Big Holy Book of Clerical Optimization - Spells, Druid Handbook Part 3: Druid spells examined, https://rpgbot.net/pathfinder/characters/summon_monster.html, Why work when others can do it for you - a guide to Summoning. the wasp (, ) that buzzes past various guards, hexing them with, -- With a high int and no desire to multi-class youll want, . -- Protection from most mind-reading spells with a good duration. Hoarfrost-- Slow and easily removed or saved against. -- A crucial spell at lower levels (until you can afford a wand), unless you chose the. Prefer a hawk if your campaign features more daylight. -- Transportation for up to 6 occupants for hours/level. -- Reusing a hex that an opponent successfully saved against can turn the tide of an encounter. -- A reasonably secure underwater hut for 2 hours/level. (ranged touch, none) -- Average 4d6 on a hit, 3d6 on a miss, which is pretty good at lower levels. The witch has few genuinely good touch spells, notably. Youll want witchborn, and should consider hag magic, mist child & object of desire. Boudas eyeis superior to evil eye. -- Too bad its at touch range, or delivered via food/drink. Scribe Scroll-- Ensure that you have remove blindnessor neutralize poisonavailable when you need it. Combat Hypnosis-- The 2d4 HD limit on your target will quickly make this hex obsolete. (none) -- A permanent curse, leaving the target the preferred target for all animals, insects & vermin. Youll want, Give up nearly all of your hexes for claws and strength. Extend it with. , and often needs to use her move action to cackle or simply to stay safe. You do not get a patron spell list. Its not as good as the wall spells, but its at will with the area increasing with your level. E.g. -- This hex has great flavor, but is far too situational. Restless Slumber-- Add 1d10/level to the slumber hex and leave them confused after they do awaken.. Cauldron-- At lower levels preparing potions in advance allows for more spells per day and can broaden the spells you have available. But starting each encounter with: evil eye, misfortune, slumbergets old, regardless of how effective it is. to create your own poison with your 4th level spell DC, if youre intent on going this route. -- Modest, continued damage. But Speak to the Citycould be good for a campaign set in a single city. vs skill checks so that you both vanish and lower their perception. Major Ameliorating-- Can be very effective when you know in advance the threats the party will face. The goal of this guide is to cover the material found online at: https://www.d20pfsrd.com/classes/base-classes/Witch. Note that t. patron gives you comparable spells without costing a hex. (reflex) -- Moderate damage & short range teleport. Elf-- Take the dreamspeakeralternate trait for a bonus to the slumberhex. (will) -- Each standard or full action requires a save, each round. Compare with. 301, Bestiary 2 pg. You can apply it to each party member 1/day, which is consistently useful. Trade 1 hex for cures to poison, disease, blindness, nausea, etc, and must take. that can use wands then this is worth considering. -- You get str poison with a good DC, but you still dont want to be within melee range. These guides are quite good, even if I have a few modest disagreements with each of them. (fort) -- A spell you want, not for its utility (1d6/hour after 24-36 hours), but because leaving your target with an unquenchable thirst makes your witch a bit better. May be cast on your familiar via. (Unless you want the bonus for your own touch or ranged-touch attack). Components V, S. Range touch. There are likely spells that are relevant to your specific campaign or your specific witch that arent broadly useful enough to list here. Water Lung-- Situational, and must be cast once per minute per target. The key touch spells for a witch are: touch of blindness, touch of idiocy &bestow curse, so a lesser rod is a great choice. You don't have to waste charges whan hitting someone who's already blind. -- A substantial bonus for int-based skills. The patron spells arent great either. | Open Fantasy SRD (will) -- Not of great use in itself, but significantly increases the effect of other concentration disruption effects. You can't detect anything using vision. Retribution-- A lot of damage to a melee threat, particularly since it bypasses DR. Perhaps worth a scroll though. Wall of Blindness/Deafness Source Advanced Class Guide pg. Archetypes will commonly offer features in lieu of one or more hexes, so the simple calculus is: would I prefer the hex(es)? -- At lower levels this is amazing, getting you key hexes earlier than youd otherwise have access to them. As you look for scrolls to buy youll also want to prioritize these spells, but some orange ones may be worth including -- depending on your character, interests and campaign. Poison Steep-- If youre a veneficuswitch and you took the cauldron hex then this is kind of fun. Consister the trait. E.g. The primary concepts you need to know for understanding senses are precise senses, imprecise senses, and the three states of detection a target can be in: observed, hidden, or undetected. The intelligence-based strength on top of the reach adds lots of utility. Buff your wisdom and constitution, consider iron willl. -- Youll usually want to apply this to saving throws and sustain it with. Human-- You get a bonus feat, and itll probably be extra hex. And yes, this is a good combo. Consider the shadowpatron, since higher DCs are particularly useful with shadow spells. If you really want to be a spontaneous caster, this is the route. Light Blindness (Ex) Source Bestiary 6 pg. Craft Magic Arms & Armor(5th level): Only consider this if you have at least one party member who uses a fairly uncommon weapon, or if specific weapon/armor abilities are important to your party. -- at mid to higher levels youll encounter enough spell resistance that this becomes increasingly valuable/essential. The mid-level option is cleanse which can be cast by clerics, oracles, and inquisitors. Until you run out of targets (once each/day) you are effectively immune to fortitude save failures. -- Your first battlefield control. Witches mostly arent blasters, but a nearly free +1 is solid. The. Compare with just taking the flighthex. Compare with. -- This gives 1 of 7 buffs that lie dormant for up to 1 day (so, if you have an unused 2nd level spell slot at the end of the day, prepare this in it and cast it on a party member) and then can be used in 1 round. -- Unless your campaign takes place in an overgrown forest this is too situational. This takes them out of combat, and has a perhaps 50% chance that they are actively healing/aiding you. Withering-- Fun, but not really a big enough effect. Note that the mountainpatron gives you comparable spells without costing a hex. (fort, touch) -- frostbite is usually better, except vs undead. Craft Staff(11th level): Youre effectively buying spell slots and putting them in a walking stick. (fort, touch) -- While you dont want to be within melee range, blinding an opponent for rounds/level is your most powerful 1st level spell effect. Try to play this prior to combat. Compare with. -- When youre magic needs to fool another caster. -- Slow and easily removed or saved against. (will, touch) -- Drown an opponent who could otherwise swim. -- Preventing opponents from aiding one another is just too weak an effect. Witchs Brew-- Potions are less important to the party by now, and theyre overpriced. . -- Hide your familiar for hours/level. Spell Focus& Greater Spell Focus-- A bonus to your most used schools DC is nice, if unspectacular. (fort, touch, evil) Moderate, ongoing damage for rounds/level to hp, dex, and con. (will) -- A decent debuff to bluff/diplomacy/intimidate for hours/level. (evil) -- better than cure light wounds, but evil. (Note that a lesser rod leaves touch of blindness in its 1st level slot, while the reach feat itself would put it in a 2nd level slot where you'd of course prefer the 2nd level spell blindness/deafness.) (reflex) -- Good area control and moderate damage, though only for an outdoor campaign. If your party has multiple witches and you each take this hex then its okay. Legal Information/Open Game License. Compare with just taking the, . -- Retrieve your wounded familiar from a situation you should probably not have sent them into. Evil. The DC of a hex scales with your level & intelligence, so that even basic hexes remain effective at higher levels. | Heroes and Monsters SRD is a modest bonus, and while the quasit familiar comes a level early its not a top tier choice. The witchs low BAB mostly limits polymorph spells to utility rather than combat. Create undead, control undead, and take direct control of one of your undead. -- See through 3rd level or lower illusion or polymorph disguises. In that case, talk to your GM before you take it. Waxen Image-- Great flavor and utility, but the target has to fail two will saves. -- 2 hours/level of good transportation, divided among up to 6 horses. (will) -- With a 5HD upper limit, this is solid at lower levels. Youre likely better off with the feat, alf-orc only. -- A +4 bonus to initiative increases the odds that youll get off. -- Retrieve your injured familiar from miles/level away. You do not get the bonuses of a sorcerers bloodline and you lose your familiar (though this means your familiar cant be killed either). The downside is that it must compete with other 5th level spells and that your opponents are 2 levels/HD closer to exceeding its CMB. of increasing level for your familiar. Take the feat. -- Speak/understand any language. The int bonus and natural armor are worth the cost of 1 hex. These are available via feat improved familiar. Occasionally worth memorizing. Mothers Eye-- Unless your campaign takes place in an overgrown forest this is too situational. Disrupt Connection-- Confusion for a single, summoned target, with a chance at controlling the creature. Lowering saving throws and poisoning opponents has a nice synergy, but for most encounters its just too slow. Hags Eye-- The ability to split this up into 1 minute increments greatly enhances its utility compared with arcane eye.. Harrowing Curse-- Cast bestow curseor touch of blindnessall day, 1/target if youre a cartomancer. (touch) -- A good bull rush maneuver for rounds/level, and modest damage. The effect is determined by the target's Fortitude save. When you learn new spells, youll almost always want to choose from the blue, or occasionally green ones. (Some math -- a weapon with an 18-20 crit range and improved criticalhas a 15-20 crit range. Youre a charisma rather than intelligence based caster, i.e. Today's spell is Touch of Blindness! -- Saving time working through a book or even library is a rare need. (will) -- Cast at the beginning of or prior to combat, this allows 1 target per round for rounds/level to be paralyzed. Without cackleit is a poor choice. -- Most of the time youll just want this on a scroll.