without the prestige class of the same name) this is a decent choice. Search. -- A significant AC bonus for minutes/level. The patron spells are a net loss unless youre evil, the damage from. -- only in the right (e.g. Talk to your GM to make sure this is compatible with their campaign. to create your own poison with your 4th level spell DC, if youre intent on going this route. 464 4.0. . Boudas eyeis superior to evil eye. (touch) -- Remove illusions and transformations for rounds/level. Suitable only for an ambush or to slow pursuers, because none of your offensive hexes have long-lasting effects. Blindness/Deafness. more expensive) caster level. (+1 level): This is too situational to justify a feat, but could well be worth the price of a lesser rod. Have you ever used this spell? -- A +20 bluff boost 1/day. Fortune-- In general its a fine buff where a 50% chance to hit becomes 75% (since the chance of missing twice is 50% x 50% = 25%), and can be extended with cackle. . -- Extend your buff hexes beyond 30 by scarring your allies. This is just a quick sketch of some key choices for witch builds. Cackle-- This is a key hex, extending several others (primarily Evil Eyeand Misfortune) for rounds as a move action. Slumber is almost completely superior. The scarhex complements scrying. The intelligence-based strength on top of the reach adds lots of utility. The only advantage of distraction is that the target cant be awakened by an ally. on the first roll each round is debilitating. Significantly, only half elves can learn the 3rd level spell paragon surge, giving you access to all of the situational hexes below. The mid-level option is cleanse which can be cast by clerics, oracles, and inquisitors. Note that the mountainpatron gives you comparable spells without costing a hex. You gain access to the dreamweaverarchetype, which could be quite nice in an intrigue-style campaign. -- (10th level) You can cast a 1st level spell 3/day with your hex DC. -- Remove enchantments, curses & transmutations of 5th level or lower. Sell at the Open Gaming Store! Extend it with. Give up nearly all of your hexes for claws and strength. The odds of not getting a crit is then 70% x 70% = 49%, i.e. where the spell is delivered via taking a target object. A useful hex, an occasionally worrisome penalty, and one patron spell list that is improved via these spells. Note that a. is 14,000 gp and leaves that fireball in a 3rd level spell slot. (will) -- Get answers to questions for minutes/level. -- Not a common need, but useful in the right circumstances. offers nothing of note below 8th level, but is very solid after that. Because a witchs channeling isnt tied to a deity you dont have access to variant channeling. (fort) -- Modest damage and staggered for 1 round, with a 5 radius. Unnerve Beasts-- Too situational, unless your campaign features lots of mounted encounters or perhaps guard dogs. A nice hex, a modest restriction, and spells that mostly improve the given patrons. -- Scout along a river for minutes/level. Combat Hypnosis-- The 2d4 HD limit on your target will quickly make this hex obsolete. School necromancy; Level bard 2, cleric 3, sorcerer/wizard 2. But its still a tradeoff to determine whether youd prefer to cast summon monster ivsilently or summon monster v. Still(+1 level): Its hard to justify this as a feat, given that 1. youll also require silentfor spells with verbal components, and 2. casting spells in secret doesnt come up with great regularity. Could be good in the right campaign. Otherwise, the Invisibility entry of the Glossary provides an option when the location of a target is unknown: A creature can grope about to find an invisible . | OSE SRD. You get no hexes. Hide your own spell work, or just start a conflict between others. The latter is particularly valuable if youre stuck within melee range since hexes do not provoke an attack of opportunity. (fort) -- A spell you want for the flavor, so to speak. -- Travel between 2 mirrors within 500 of each other, with 1 traveller/level. -- At lower levels this is amazing, getting you key hexes earlier than youd otherwise have access to them. The witch is an intelligence-based, prepared arcane caster with a familiar in place of a wizards spellbook. -- Significant protection from rather uncommon, but nasty foes. -- Add 1d10/level to the slumber hex and leave them confused after they do awaken.. Mothers Eye-- Unless your campaign takes place in an overgrown forest this is too situational. The abilities you gain in trade are worth breaking out individually, simply because youre gaining more than the typical one useful feature.. -- This adds more utility than power. Witchs Bounty-- Reliable food and modest healing. 301, Bestiary 2 pg. Significantly, only half elves can learn the 3rd level spell. Complements slumberbecause it has a fort save. -- A reasonably secure underwater hut for 2 hours/level. -- possibly the spell you will cast the most, (reflex) -- goblin only, or human with the feat, (orc/half-orc) -- A bit better than most of your, -- Break off combat when youre at a disadvantage, sneak past guards. -- Tiefling only. If you really want to be a spontaneous caster, this is the route. more diplomacy, bluff & intimidation, but fewer skills. -- Every fort save you have to make becomes a free attack, provided there is a new target within a 30 range. Instead of a familiar, you carry around a hoard (likely some gems/jewelry) that also allows you to cast any 1 spell known 1/day like a wizards bonded object. The trick is keeping your inert body safe all the while. -- A decent buff for a few skills, notably diplomacy & sense motive. -- Youll usually want slumber instead. (10th level) -- You literally double the value of each offensive hex. , since your familiar gets your skill ranks. The goal here is to construct improved versions of your spells that are: 1. worth the higher spell slot they require, and 2. worth investing a feat. Duration instantaneous. The mystery magicand sidereal arcanayou gain instead offer utility if generally not power. 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. This will kill any 1st level witch with 6 hp or fewer within a week. You lose the utility of a traditional familiar, but gain a +2 saving throw bonus per day each odd level. -- Pretty situational, but interesting flavor. Prehensile hairopens up safer touch spells as well as the utility of high strength. ), a penalty or restriction, a limited choice from among four specified patrons, and some patron spell changes. Consider learning the spell. Swamps Grasp-- Decent battlefield control. their sword, shield, wand. You can use this melee touch attack up to one time per caster level. (will) -- With a bit of creativity this can resolve single-opponent encounters rather nicely. At 6th level you can add dex poison with a good DC to your single-target spells with a fort save (ear-piercing scream, blindness, lipstitch). : stealth & scent, +3 stealth skill. | FateCoreSRD Slumber-- Unless your opponent has someone to awaken them, if they fail their will save this ends the encounter. Intensify(+1 level): At mid-levels a 10d6 snowballis a nice 2nd level spell. Occasionally worth memorizing. isnt a great spell overall, but if a witch needs to do damage to an enemy its one of their better choices. Witchs Hut-- A travelling, self defending and hiding hut is a fun effect with reasonable utility. -- You exchange this spell for any other 3rd level or lower spell you or an ally spell caster has available. Its a shame your charisma likely isnt great. Because the target is you this can be cast from your familiar via. (reflex) -- A large area, flaming death trap for those who cannot escape. Most witches are better off with the feat, gives you a backup plan to leave your opponents, its often just too slow, and youd be better off escalating to, -- You get a bonus feat, and itll probably be. extra hex, to offset the loss. -- Call up an 18th level cleric, wizard, druid, whatever you need, at the temporary cost of 1 level. Unlike bouncingthis does not apply to spell resistance. (reflex) -- The witchs best direct damage spell at 1d6/level up to 10d6. DM has you re-roll one d20 per day, taking the worse roll, Theres no real benefit for you here, given how inconsistently, iron or steel does 1d3 damage, metal armor prevents you from casting spells, This will kill any 1st level witch with 6 hp or fewer within a week. A fine choice for the gravewalkerarchetype. (Unless you want the bonus for your own touch or ranged-touch attack). Poison Steep-- If youre a veneficuswitch and you took the cauldron hex then this is kind of fun. Witches mostly arent blasters, but a nearly free +1 is solid. Compare with. 198 School necromancy; Level arcanist 4, bard 4, cleric 5, oracle 5, psychic 4, skald 4, sorcerer 4, warpriest 5, witch 4, wizard 4 Casting Casting Time 1 standard action Components V, S Effect Range medium (100 ft. + 10 ft./level) Effect translucent wall 20 ft. long/level or a translucent ring with a radius of up to 5 ft./two levels . The choice of hex here will likely be evil eyebecause it can be used up to 5 times per target. But subject to bargaining over payment with them (i.e. -- Use this to either give yourself good info on an opponent or to give a party member a good attack bonus. At 10th level this is a formidable anti-caster, though subpar below 10th. Note that the rating for a given spell as a witch may differ from the same spells rating for the class(es) from which it originates. -- Flexible healing, restoration, or at 15th level regeneration. An extended. Discuss this spell with your DM, their interpretation & preferences will greatly affect its utility. Consider casting this daily at higher levels. This gives your martial party members a series of coup de grace opportunities, 1 each round. Youll want witchborn, and should consider hag magic, mist child & object of desire. (will) -- A summoning debuff, causing 1d6/spell-level to summoned creatures within a 20 radius circle. Buff your wisdom and constitution, consider iron willl. Leshy Summoning-- The leshy lotus is an interesting target for summon monster iv. Using a hex does not provoke an attack of opportunity. Consider your campaign though. (+3 levels): There are scenarios where an enormous. Critical Success The target is unaffected. If your party has multiple witches and you each take this hex then its okay. In a campaign featuring a good number of incorporeal opponents this could be worthwhile. This is in trade for 3 hexes, and is the rare case where you come out reasonably well. The best familiars fly and/or add a bonus to initiative or perception. Note that hexes can be used while transformed, e.g. Ameliorating-- Each party member can benefit from this hex daily. -- A very important protection when you need it. -- This is terrific at low to mid levels. The same for applying. -- At this level youre better off buying wands of. (will) -- Incorporeal or ethereal target takes 1d6/level, half with a will save. It can be overpowered when applied to a player whose weapon has a high crit range as well as, . The ability to deliver touch spells (touch of blindness, bestow curse) as ranged touch spells is worth a hex. ). You gain a questionable ability, In a campaign featuring a good number of incorporeal opponents this could be worthwhile. -- Create a magic sword for minutes/level, and then give it to someone who can use it. Compare with buying a. E.g. If your hex progression will be stunted more than youre comfortable with, consider a human character. For the creative player. You blind the target. | Everyday Heroes SRD Look through the changeling alternate racial traits. -- Short range teleportation, within line of sight. -- An additional 2nd level spell (augury) 1/day is nice at earlier levels. You gain hexes more slowly, and notably no major nor grand hexes, however your hexes do scale up with stargazer levels. (fort) -- Grant your party attacks of opportunity to opponents within 30. (will) -- A modest debuff, and daily constitution drain (fort). (will) -- Spy on a target for minutes/level. Witchs Charge-- This would be better if witches had better buff/healing spells. Blindsight This ability is similar to blindsense, but is far more discerning. -- You get str poison with a good DC, but you still dont want to be within melee range. I recommend a few choices, below. Swine-- At 8th level melee characters cant hold a weapon and casters probably cant perform somatic gestures. Without cackleit is a poor choice. The odds of not getting a crit is then 70% x 70% = 49%, i.e. (will) -- Opponents flee & cower on a failed save. Compare with just taking the flighthex. that can use wands then this is worth considering. A good choice for spell storing armor or a. Natural Disaster-- Tons of power, but hard to aim/control. could be good for a campaign set in a single city. (none) -- Modest damage and a large area of difficult terrain. -- at mid to higher levels youll encounter enough spell resistance that this becomes increasingly valuable/essential. The Dreamweaver gains interesting, and by 10th level quite powerful, abilities vs victims of its slumberhex. This can give some parties just what they need without a cleric. The intelligence-based strength on top of the reach adds lots of utility. Spells will be ranked a bit differently for a witch than for another class with the spell. This costs you 3 of your first 4 hexes. (gnome) -- Long range communication with a sleeping target. Or transfer between party members if great strength is required in a particular scenario. Any spell that is already on the witchs list will be in red and italicized. . Note that t. patron gives you comparable spells without costing a hex. -- A travelling, self defending and hiding hut is a fun effect with reasonable utility. (will) Learn their fears and concerns, plan accordingly. Slow some opponents while you focus on the rest. Wall of Blindness/Deafness Source Advanced Class Guide pg. Animal Skin-- Nice utility (fly, swim, climb, darkvision), but thats it with a witchs BAB. Orc or half-orc only. Even then its not clear this is worth 4 hexes, even with, If youre focusing on buffing your party (, then this is worth a look, but thats not really the witchs strength. Kind of expensive at 400 gp each. This gives you an additional starting feat, i.e. Protective Luck-- A solid buff for a front-line melee character. In that case, talk to your GM before you take it. (will) -- A willing target allows you to possess them. Ill generally try to use examples to indicate why I think these feats are or perhaps are not worth considering. Remove Blindness is a Conjuration Spell in Pathfinder: Wrath of the Righteous . Shop the Open Gaming Store! Charm-- 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. That limits our list to: Compared with a wizard, you gain a familiar and 2 hexes, but your spell list just doesnt support arcane trickster as well as the wizards, i.e. Its a nice bonus on top of some good 1st/2nd level spells, but 1d2 dex/round isnt usually going to be an effect that swings the encounter one way or another. If so, how did it go? The breadth & variety of these spells highlights the utility of the. -- Gather local information in rounds rather than hours. Infected Wounds-- Slower than hoarfrost. Saving throw bonuses to reflex or fort saves are worth considering too. witch spell to quicken. Light Blindness (Ex) Source Bestiary 6 pg. 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. -- A modest transportation boost to avoid traps, difficult terrain, and (with 1+ fly levels) walk over water. Only in normal light, or lower. -- At minutes/day, with a 10 radius this hex is reasonably effective, but pretty situational. patron then this is worth considering for a 6th level dazing fireball. -- Increase your caster level for necromancy, useful for a. Useful on a ledge, near a. spell, or when this will create attacks of opportunity for your party members. The. (fort, touch) -- Over the next minutes/level the target takes about 8d6 every other minute. Spell Focus& Greater Spell Focus-- A bonus to your most used schools DC is nice, if unspectacular. | Open Fantasy SRD Disrupt Connection-- Confusion for a single, summoned target, with a chance at controlling the creature. -- Nice utility (fly, swim, climb, darkvision), but thats it with a witchs BAB. Why thank you. Cursed items work too. opens up safer touch spells as well as the utility of high strength. 296, Bestiary 4 pg. | Gods and Monsters SRD Taken by itself (i.e. (will) -- Targeting a single opponent is useful, but if you can catch 2 or more it becomes a very good spell indeed. that will drag you under the earth and suffocate you. | Basic Fantasy SRD (will) -- Interrogate a sleeping target, 1 question/2 levels. Any spell that is already on the witchs list is at best saving you a bit of money to learn it. Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: Fortitude negates (harmless) Spell Resistance: Yes (harmless) View All Spells 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. Remove Blindness This witch will need strength, dexterity & constitution, but will still have a bad BAB. (none, touch) -- Moderate damage & moderate healing. (reflex) -- With the right setup this is a very powerful spell, and one of your few with a reflex save. -- Saving time working through a book or even library is a rare need. -- Slow and easily removed or saved against. | Monad Echo SRD 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. Speak in Dreams -- Unlimited, long range communication but only with sleeping recipients. Only consider this if your DM will add these spells to the witchs list as a house rule. (reflex & fort) -- At best you stun a target for 1 round (fort) and do 6d6 for rounds/level (reflex). (fort) -- Modest damage, and temporarily prevents spell casting. The target then becomes temporarily immune for 1 minute. You trade a bit of breadth for versatility. Lastly you open up nice stealth opportunities such as, targeting a guard with evil eyevs skill checks so that you both vanish and lower their perception. -- Situational, but potentially significant -- a 7th level spell, available at 10th. Youll likely want soothsayeras well. It doesnt matter if the duplicate dies. | d20 Anime SRD -- Learn about the plane youre on, if youre travelling. generally youd rather have invisibilityand scorching raythan cure light woundsand bestow curse. However, the ashiftah witchat 2nd level vanishes and takes a 5 step after using a hex, and this sets up a sneak attack. You give up your 2nd level hex for 1d6 of cleric-style energy channeling, and can give up additional hexes for additional +1d6 as desired. 5th Edition SRD! A longer-term buff such as mage armor does. (will) -- Bring a flying opponent to the ground. And most of the wall spells arent on the witchs spell list anyway. (none, ranged touch) -- Losing 1d4 levels with no save is a solid debuff. Unfortunately the familiar retains its int/wis/cha stats. -- Unless your opponent has someone to awaken them, if they fail their will save this ends the encounter. But the cost in gold ultimately limits potions overall benefit. (will) -- Completely debilitate any int-based or cha-based caster, permanently. The int bonus and natural armor are worth the cost of 1 hex. The level of your campaign can shift the rating quite a bit, e.g. (will) -- With proper coordination & setup you can leave one opponent relentlessly attacking another. (reflex) -- Reduce the targets speed and prevent teleportation. Restless Slumber-- Add 1d10/level to the slumber hex and leave them confused after they do awaken.. -- You gain days/level of basic navigation with respect to your initial location when the spell is cast. -- Nice flavor, but too slow and in most cases too low an impact. At mid-to-lower levels youre likely better off with the power of your higher level spells. 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. Legal Information/Open Game License. Touch of Blindness School necromancy [darkness, shadow]; Level antipaladin 1, bard 1, cleric 1, sorcerer/wizard 1, shaman 1, witch 1 CASTING Casting Time 1 standard action Components V EFFECT Range touch Target creature or creatures touched (up to one/level) Duration 1 round/level (see text) Saving Throw Fort negates; Spell Resistance yes (fort) -- A moderate spell casting debuff, which is permanent.

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