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Pathfinder Guide To Witches: Orange
Pathfinder Guide To Witches: Orange
Let me start off by saying that Treantmonk has set the industry standard for writing quality class
guides and I will be using the same colour coding and asterisks he uses to grade various
options. That means:
Red * -bad option or nearly useless ability
Orange ** -ok option, or useful but only in rare circumstances
Green *** -Strong choice
Blue **** -Must-have
Introduction
I wrote this guide for two reasons. Nobody else has bothered to write one. Secondly, I like
playing witches. For me, they have so much flavour compared to other classes. Who else can
vomit a swarm of spiders over your enemies and then cackle about it?
The Roles
The witch class, for my mind, is one class that does not really need to be tied down to any role.
They do not suffer from MAD (multiple attribute distribution) syndrome and are quite capable of
performing several roles without great sacrifice. If you wanted to lock your witch into a specific
role then consider the following:
Wisdom (Wis) **
Not that important but it does give a bonus to your will saves. Also useful to have for sense
motive and perception skills. Not really a dump stat, but you don’t need to put any points in it
either if you are starved for points.
Charisma (Cha) *
Potentially another dump stat unless you want to be the face of the party or if you want to boost
your UMD skill.
Races
Dwarf **
No bonus to Intelligence is a drawback. The bonus to Constitution is nice and the penalty to
Charisma doesn’t hurt. Darkvision is an added bonus but this is balanced out by the 20 feet
base speed. You want to be able to move quickly to get away from danger being a squishy.
Elf ****
They get a bonus to Intelligence and Dexterity which is great. This is tempered somewhat by
the drop in Constitution. Still, that bonus to Intelligence is what really matters. On top of this,
low light vision, +2 SR bonus for spellcasting and +2 to perception skill (probably the most
important skill in the game) all add up to a first class choice for witches. The Dreamspeaker
elven racial alternative trait is also worth considering as it will add +1 to the DC of their slumber
hexes and it also provides some other nice bonuses.
Gnome **
Again, no intelligence means I can’t give this race a strong rating. While the bonus to
Constitution helps and the penalty to strength is irrelevant, the race is again hurt by only having
a 20 feet base speed. The small size gives a small boost to AC and attack rolls but is not
enough to make this more than just an ok option.
Halfling **
The lack of Intelligence bonus means that I can only give this race an ok rating. The bonus to
Dexterity is nice and the penalty is for a dump stat. It’s another race also impacted by being
slow but the other features make up for this which include the small bonuses to AC and attack,
the bonus to all saving throws and bonus to perception.
Human ****
They tick all the right boxes: bonus to Intelligence, bonus feat, bonus skill points. This all adds
up to a first class choice.
Skills
Witches only get 2 skill points per level. However, this is going to be boosted by putting your
most points into Intelligence (hopefully). This should give you roughly anywhere between 5 and
7 points to play with. I’m not going to list every skill. I’ll just mention a few that are worth
considering.
Perception ****
Unfortunately, this is not a class skill for witches. Nevertheless, this is probably the most
important skill in the game. One trick you can use is to rely on the perception of your familar
(especially the Raven who can speak) to warn you of impending danger as they generally have
a high skill in this.
Feats
As a squishy spellcaster, combat feats are not going to be much use to you. In fact there’s
probably only a small pool of feats worth considering unless you are angling for some unusual
flavour for your witch. My thanks to Mathwei Ap Niall for including ratings and descriptions for
some feats from the Ultimate Magic book.
Accursed Hex ****
A second chance to affect someone with a hex is needed.
Combat Casting **
Not as important to you as for other spellcasters because if you are cornered, you still have
hexes as an option which don’t generate attacks of opportunity.
Dodge **
This is ok if you have spare feats to spend as witches can’t wear armour and every bit helps.
Leadership ****
I consider this feat almost broken. It does mean possibly putting a few points in charisma but it
gives you your very own meatshield. Your survivability just went up several notches. Check
with your games master before selecting this one as they may have some issues with it.
Magical Aptitude **
A +2 bonus to Spellcraft and UMD is nice but there are probably better options out there for you.
Scar ****
Comments for this hex come from Mathwei ap Niall. With the latest FAQ update the Scar Hex
has changed from the worst Hex in the game to a required hex after 10th level:
http://paizo.com/paizo/faq/v5748nruor1fz#v5748eaic9oaw With the range addition to the
mechanics of this hex and a moments thought this hex now solves the biggest weakness of the
class, the 30 foot range to apply a hex. Here's the trick, take the smallest valid target for a hex
you can find (I recommend turtles) and put them in a small box. Apply a scar to each one of
them and give them to your party members to drop in a backpack. (if you care cast stasis or
something to put them in a state of suspended animation). Next take a few flying critters you
control and scar them to, then send them into range of anything you don't like. Finally take the
split hex feat (you were going to do it anyway). Now any target within 30 feet of ANY target you
have scarred can be affected by any non-touch range hex you have while keeping your witch
safely up to a mile away from them. Add to that if you want to find/kill/hex the BBEG in a
dungeon simply scar and release one of his minions. You can devastate him from the safety of
the front door of their dungeon/castle/crypt/etc. mdt further added that the scar hex is also a
great hex if you are going to build your witch as a buffer/healer as well, since you can put scars
on your allies and pump them full of witchy goodness at range.
Toughness **
It’s an ok choice as a witch is always going to want more hit points. Probably take it at first level
or not bother at all.
Hexes
Hexes are magical tricks the witch learns as she progresses in levels. She starts with 1 hex at
first level and then gains an additional hex every even level. At 10th level she gains access to
more powerful hexes called major hexes and at 18th level the witch gains access to the most
powerful hexes called grand hexes.
From the outset, hexes are a powerful addition to the witch’s arsenal often surpassing her
spellcasting as a better option in some combat situations. While hexes only start out with a 30
foot range, the witch does not provoke attacks of opportunity when using them. The save to
resist her hexes are 10 + ½ her witch level + her Intelligence modifier.
My thanks to Mathwei Ap Niall and pad300 for including ratings and descriptions for hexes from
the Ultimate Magic book.
Blight *
Not terribly useful except for a games master who wanted to use an NPC witch with this ability
for a background story / adventure plot.
Cackle ****
Uses a MOVE not a STANDARD action to extend all fortune, misfortune, evil eye, charm and
agony hexes already in effect within 30 feet by 1 round. This is great synergy for hexes you
have already used.
Cauldron **
This choice is ok if you want to spend your downtime creating potions for the party. Remember
to pick up Craft(Alchemy) as well.
Charm **
This hex is alright but becomes more useful when you reach 8th level when the effect improves
the attitude of the target by 2 steps.
Coven *
This is not a great choice as the opportunity for you to use this will rarely come up if ever. Of
course, if you have other witches in your party then this choice becomes a reasonable choice.
While this may not be very useful for PC Witches, it can be very handy for NPC witches.
‘Mathwei ap Niall’ from the pathfinder forums has a different take on this hex and believes it has
great synergy with the Leadership feat to give it a much higher rating in his view. His comments
below: “This is what Leadership is for, add this feat and this becomes nearly game breakingly
good.
[i]animate dead, baleful polymorph, blight, bestow curse, clairaudience, clairvoyance,charm
monster, commune, control weather, dream, forcecage, mind blank, mirage arcana, reincarnate,
speak with dead, veil, vision[/i]
All pretty much at will with DC's in the mid 20's and up with and also add a +2 to caster level on
any spell or hex you ever decide to cast.
I've always considered this as the most powerful Hex out there if you can handle waiting till 6th
level to get it.”
Disguise **
Depending on how you play, this could be useful for interaction with NPCs in social settings. You
disguise yourself like the spell Disguise Self which allows you to change your appearance for an
hour per level in hour incremental slots. Pretend to be an important dignitary, a town guard, a
jailer, a member of a cult - the list is endless.
Evil Eye ****
Wonderful debuff hex that gives a -2 penalty to an ability roll, attack, saving throw, skill check or
AC (witch’s choice). The beauty of this hex is that it works for one round even if your opponent
makes their will save. Combines wonderfully well with Cackle.
Flight ****
By 5th level you have Feather Fall at will; +4 on swim checks; levitate once per day; AND flight
5 times per day at a minute per use. That's the equivalent of many spell slots and more powerful
than nearly all Feats I can think of.
Fortune ***
This hex grants a creature within 30 feet to reroll any attack roll, ability check, saving throw or
skill check in a round (2 rounds at 8th level) and take the better roll. You can extend this with
cackle. Nice.
Healing ***
By 5th level you can cast Cure Moderate Wounds to everyone in your party plus all the cohorts,
animal companions and familiars as well plus any NPC's you encounter. A typical party of say 5
characters, a familiar and an animal companion would mean 7 uses of a 2nd level spell slot a
day for one hex if everyone got injured. Good value.
Misfortune ****
Devastating hex which causes a creature within 30 feet to reroll any attack roll, ability check,
saving throw or skill check in a round (2 rounds at 8th level) and take the worse roll. The beauty
of this hex is combining it with the Cackle hex to extend the misfortune on indefinitely if you
keep cackling each round. This hex CAN be combined with Evil Eye on a creature for even
more devastation.
Poison Steep **
The synergy with Beguiling Gift is awesome and since it does a pound of items for a day you will
ALWAYS have poisoned candies to use (I like raisins myself, a pound of those will go a long
way). Solid green if you focus on it as a main tactic otherwise orange. It's great but requires
several steps to make it work.
Slumber ****
Causes a creature within 30 feet to fall asleep for 1 round per witch level if they fail their Will
save. Simply devastating as only damage or another creature spending a standard action can
wake them.
Swamp Hag **
Allows you to walk over mud and quicksand as if it were normal ground and leaving no trail.
Potentially strong for a character who will only be in a swamp environment.
Tongues **
This is ok giving you comprehend languages and then tongues at 5th level for minutes per day.
There are probably better choices given that you get lots of bonus languages for your high
Intelligence anyway.
Ward ***
This is a pretty good hex which gives somebody (not the witch) a +2 AC and +2 to saves which
increases by +1 at 8th and 16th lvl until they get hit or fail a save. Quite nice.
Vision (Major) **
You can grant visions of the future. Ok hex to use outside of combat.
Witch’s Familiar
The familiar is the achilles heel of the witch class. Your familiar is your spellbook and if it dies
you have to wait one day to replace it through a ritual that lasts 8 hours and costs 500 gp per
witch level. Furthermore, you will lose a lot of the spells you once knew as the new familiar will
only know your cantrips and 2 spells of every level the witch is able to cast. So with this in
mind, it is important to pick a familiar that is easy to keep alive. Ways to do this include picking
a familiar that can fly (raven is a very good choice as it can speak a language); selecting a
familiar that is really small so you can hide it on your person (scorpion is a nice choice as you
get an initiative bonus); or picking the Improved Familiar feat to select a familiar that’s a little
tougher and therefore more survivable. Another consideration is selecting a familiar with an
opposable thumb so that it can hold and use a wand. I won’t rate all the different familiars as I
think for each witch this is a very personal choice that helps reflect the style of character they
may wish to play.
Patron Spells
Patron Spells adds new spells to a witch’s list of spells known as she gains even levels. This is
fairly important as the witch does not have the same breadth of spell selection as the wizard.
The patron spells can also help really shape the style of witch you wish to play. For instance, if
you chose the Elements list then you are interested in creating a witch that has the ability to
function as a blaster with such spells as fireball and flame strike. All of the lists have useful
spells in them so pick one on the basis of the flavour you’re seeking. Given that witches are so
squishy, I can highly recommend the Deception list and the Trickery list as these both give you
access to spells that improve your survivability at an early level including invisibility, confusion or
mirror image. Another useful list at later levels is Shadow which gives you access to Shadow
Conjuration at 8th level and Shadow Evocation at 10th level.
Mathwei ap Neill from the pathfinder forums has kindly provided a more detailed breakdown on
the patron spells. Please see below:
I will go into each Patron as these optional spells can completely change how you play a given
witch. As an explanation for my ratings I will state that I see witches as filling one of three sub-
roles (Party Support (PS): who focus their abilities on improving and saving the group, Combat
Caster (CC): who focus on de-buffing/damaging the enemies, and Prima-Donnas (PD): who are
all about using their spells and abilities to improve their own survivability and personal
performance). Every witch can fill these roles but based on patron and hex choices a definite
focus will develop.
The color choices will be based on how effective the patron is for all witch roles in general with a
note of which role can get the most benefit from it.
Agility: An excellent choice for PS and PD but lacking anything for a CC. Add to it Haste at 6th
level and the only way a witch can cast it makes this a Patron solid choice for most Witches.
2nd—jump, 4th—cat’s grace, 6th—haste, 8th—freedom of movement, 10th—polymorph, 12th
—cat’s grace (mass), 4th—ethereal jaunt, 16th—animal shapes, 18th—shapechange.
Ancestors: An excellent choice for those interested in buffing the party or themselves for
combat. Contains some of the most dependable wide ranging buffs from the divine spells.
2nd - Bless, 4th - Aid, 6th - Prayer, 8th - Blessing of Fervor**, 10th - Commune, 12th - Heroism,
14th - Refuge, 16th - Euphoric ranquility**, 18th - Choose Fate*.
Animals: An iconic choice for all witch types CC and PD tend to gain the most from this patron
with little reason for most PS to consider this patron.
2nd—charm animals, 4th—speak with animals, 6th—dominate animal, 8th—summon nature’s
ally IV, 10th—animal growth, 12th—antilife shell, 14th—beast shape IV, 16th—animal shapes,
18th—summon nature’s ally IX.
Death: A decent choice for CC & PD with a good selection of spells to destroy your enemies
while letting you gather information you would normally need a cleric to get.
2nd - Deathwatch, 4th - Blessing of Courage and Life**, 6th Speak With Dead, 8th - Rest
Eternal**, 10th - Suffocation**, 12th - Circle of Death, 14th - Finger of Death, 16th - Symbol of
Death, 18th - Power Word: Kill.
Deception: Subtle and potent for all witch types this patron focuses on ways to confuse and
incapacitate their enemies with minimal risks to the party. With the addition of the ever potent
mass invisibility & time stop makes this patron one of the stronger choices available.
2nd—ventriloquism, 4th—invisibility, 6th—blink, 8th—confusion, 10th—passwall, 12th—
Programmed image, 14th—invisibility (mass), 16th—scintillating pattern, 18th—time stop.
Elements: The definitive patron for CC and nearly the only source of consistent direct damage
for witches this patron CAN be a powerful option but it’s a very intense feat/race/trait
requirements make this a niche choice and generally not recommended. 2nd—shocking
grasp, 4th—flaming sphere, 6th—fireball, 8th—wall of ice, 10th—flame strike, 12th—freezing
sphere, 14th—vortex*, 16th—fire storm, 18th—meteor swarm.
Enchantment: Though suffering from the same issues an enchanter would have this patron
offers some excellent advantages to a CC focused on controlling enemies in battle instead of
killing them.
2nd - Unnatural Lust*, 4th - Calm Emotions, 6th - Unadulterated Loathing*, 8th - Overwhelming
Grief *, 10th - Dominate Person, 12th - Geas, 14th - Euphoric Tranquility**, 16th - Demand, 18th
- Dominate Monster.
Endurance: An excellent choice for PS and PD but lacking little for a CC until they start
becoming the focus of the enemies’ assault.
2nd—endure elements, 4th—bear’s endurance, 6th—protection from energy, 8th—spell
immunity, 10th—spell resistance, 12th—bear’s endurance (mass), 14th—restoration
(Greater), 16th—iron body, 18th—miracle.
Healing: PS obviously but allowing you to fully replace the dedicated healing cleric, especially if
you take the Hedge Witch archetype.
2nd - Remove Fear, 4th - Lesser Restoration, 6th – Remove Disease,
8th - Restoration, 10th - Cleanse**, 12th - Pillar of life**, 14th - Greater Restoration, 16th - Mass
Cure Critical Wounds, 18th - True Resurrection.
Insanity: A horrible patron choice, most of these spells are already on your spell list and only
one of them is more than situationally useful. CC may find a use for it but I doubt it.
2nd - Memory Lapse**, 4th - Hideous Laughter, 6th - Mad Hallucination*, 8th - Confusion, 10th -
Mind Fog, 12th - Envious Urge*, 14th - Insanity, 16th - Symbol of insanity, 18th - Overwhelming
Presence*.
Light: Suprisingly good patron for CC, adding mostly new spells and several interesting direct
damage options.
There is an issue however since the 18th level power is a duplicate of 16th and we are waiting
for that typo to be addressed.
2nd - Dancing Lantern**, 4th - Continual Flame, 6th - Daylight,
8th - Rainbow Pattern*, 10th - Fire Snake**, 12th - Sirocco**, 14th - Sunbeam, 16th - Sunburst,
18th ?????.
Moon: Pretty bad for a patron. the 2nd and 4th level spells are good but the rest are either on
your list, have poor return for value or are just stupid spells.
2nd - Darkness, 4th - Darkvision, 6th - Owl’s Wisdom, 8th - Moonstruck**,10th - Aspect of the
Wolf **, 12th - Control Water, 14th - Lunar Veil*, 16th - Horrid Wilting, 18th - Meteor Swarm.
Occult: A more refined version of the old plague patron, this is more focused and well designed
granting a PD some much needed minion options.
2nd - Detect Undead, 4th - Command Undead, 6th - Twilight Knife**,8th - Black Tentacles, 10th -
Snake Staff **,12th - Create Undead, 14th - Waves of Exhaustion, 16th - Trap the Soul, 18th -
Gate.
Plague: Necromancy, an unlikely choice for most witches but some PD’s will find the idea of
potent undead minions an acceptable way to increase their personal power and defense.
2nd—detect undead, 4th—command undead, 6th—contagion, 8th—animate dead, 10th—giant
vermin, 12th—create undead, 14th—control undead, 16th—create greater undead, 18th—
energy drain.
Portents: Not a bad option for PS, but it’s more focused on the spells you’d go to an NPC or
keep on a scroll then an adventurer would use.
2nd - Ill-omen**, 4th - Locate Object, 6th - Blood Biography**, 8th - Divination, 10th - Contact
Other Plane, 12th - Legend Lore, 14th - Vision, 16th - Moment of Prescience, 18th - Foresight.
Shadow: A powerful choice for all roles, capable of mimicking many other spells makes this an
extremely powerful and versatile Patron.
2nd—silent image, 4th—darkness, 6th—deeper darkness, 8th—shadow conjuration, 10th—
shadow evocation, 12th—shadow walk, 14th—shadow conjuration (greater), 16th—shadow
evocation (greater), 18th—shades.
Spirits: Several strong options for the CC or PD witch with the ever popular invisibility and the
excellent Planar Ally to keep the damage up. Strong travel options as well.
2nd - Ghostbane Dirge**, 4th - Invisibility, 6th - Speak with Dead,
8th - Spiritual Ally**, 10th - Mass Ghostbane dirge**, 12th - Shadow Walk, 14th - Ethereal Jaunt,
16th - Planar Ally, 18th - Etherealness.
Stars: Some strong spell choices but thewitch already gets them on their spell list and the PS
will have taken them immediately instead of waiting a level for them, Pass on this.
2nd—faerie fire, 4th—dust of twilight**, 6th-guiding star**, 8th—wandering star motes**, 10th—
dream, 12th—cloak of dreams**, 14th—circle of clarity*, 16th—euphoric tranquility**, 18th—
astral projection.
Strength: Though having some options for PS this is strictly a PD patron, and a pretty bad
one at that. Filled strictly offensive self buffs that require getting into melee where you lack the
weapon skills, BAB or armor to function. Unless you are planning on going Gish skip this
patron at all costs.
2nd—divine favor, 4th—bull’s strength, 6th—greater magic weapon, 8th—divine power, 10th
—righteous might, 12th—bull’s strength (mass), 14th—giant form I, 16th—
Giant form II, 18th—shapechange.
Time: Probably my new favorite Patron for PS or PD. The ever popular Haste, Threefold Aspect,
Time Stop and Teleport makes for amazing options.
I personally believe the Silence was a mistake and was supposed to be Slow but either way it
grants some serious battlefield control.
2nd-Ventriloquism, 4th-silence, 6th-haste, 8th- Threefold Aspect**, 10th-teleport, 12th-
disintegrate, 14th-expend**, 16th-temporal stasis, 18th-time stop.
Transformation: This is the default PD patron composed of the best self buffs and combat
increasing spells you can get. However it offers nothing for the other roles and requires the
witch to get into melee which is bad.
2nd—jump, 4th—bear’s endurance, 6th—beast shape I, 8th—beast shape II, 10th—beast
shape III, 12th—form of the dragon I, 14th—form of the dragon II, 16th—form of the dragon III,
18th—shapechange.
Trickery: A well rounded patron offering something worthwhile for each role its lack of focus is
its only flaw. If you want to be a generalist witch this is one of the better choices for patron.
2nd—animate rope, 4th—mirror image, 6th—major image, 8th—phantasmal killer, 10th—
mirage arcana, 12th—mislead, 14th—reverse gravity, 16th—screen, 18th—time stop.
Vengeance: Just bad, a collection of spells the witch either already gets are should never take.
A waste of a cool patron name.
2nd- burning hands, 4th -burning gaze**, 6th- pain strike**, 8th- shout, 10th - symbol of pain,
12th - mass pain strike**,14th - phantasmal revenge**,16th - incendiary cloud, 18th - winds of
vengeance**.
Water: Unless you are planning nautically themed adventures skip this patron and even then
there are better choices. If you do decide to use it this is mostly a PD patron. The few attack
spells in it don’t offer enough for a CC to utilize.
2nd—bless water/curse water, 4th—slipstream*, 6th—water breathing, 8th—control water, 10th
—geyser*, 12th—elemental body III (water only), 14th—elemental body IV (water only), 16th—
seamantle*, 18th—tsunami*.
Wisdom: Another predominately PD patron it does offer some benefit to PS witches who wish
to focus on preventing damage to the party.
2nd—shield of faith, 4th—owl’s wisdom, 6th—magic vestment, 8th—globe of invulnerability
(lesser), 10th—dream, 12th—globe of invulnerability (greater), 14th—spell turning, 16th—
protection from spells, 18th—mage’s disjunction.
Winter: If I could rate this lower then red I would. Full of spells you already get or have been
nerfed to the ground or can be done better with a Hex. Let’s just pretend it doesn’t exist ok?
2nd - unshakable chill*, 4th - resist energy (cold only), 6th - ice storm, 8th - Wall of Ice, 10th -
Cone of Cold, 12th - Freezing Sphere, 14th - Control Weather, 16th - Polar Ray, 18th - Polar
Midnight*.
Witch Spells
I am not going to rate all the arcane spells that are also available to wizards and sorcerers in the
core rulebook as these are already well covered by Treantmonk in his guide on wizards:
http://dl.dropbox.com/u/23580224/Treantmonk%27s%20Guide%20to%20Wizards%20Being.pdf
His ideas on the rating of these spells are very close to how I feel so there is no use rehashing
all of this. Special thanks to both pipedreamsam and Mathwei ap Neill who have both made
substantial contributions to the spell list ratings below.
Bleed *
Cause a creature who has stabilized to resume dying. Never worth the standard action in
combat.
Daze ***
Pretty good at low levels after that we have better uses for a standard action.
Detect Poison **
Only practical use I can think of is to use on suspicious food/drink. Never used during combat.
Guidance ***
A +1 is pretty useful at low levels, use out of combat right before allies make skill checks.
Light ***
Comparable to dancing lights, but longer duration, smaller lit up area and you have to carry the
lit item with you. Also much harder to scare commoners with.
Mending **
Decently useful minor repairs. Even works on magic items.
Message **
Circumstantially useful way to whisper at a moderate distance.
Resistance **
An ok way to boost saves at low levels. Stacks with almost nothing.
spark ***
This potentially has some very powerful uses if you have enough imagination and you like to
cause trouble.
stabilize ****
So you can stop an ally dying at range? A must have.
Touch of Fatigue *
A very easy way to put yourself in melee and waste your turn.
beguiling gift **
Cause someone to use or consume a proffered item if they fail their will save. This could have
potential given the right circumstances.
Bungle **
SoL that is basically an autofail on one roll for an enemy. You can hold the charge for a few
rounds to wait for the right roll if you want.
Burning Hands *
Area of effect (small) fire damage that caps at 5d4. Pretty unimpressive.
Chill Touch *
Manages to spread out negative energy damage into many touch attacks (no save). Also very
small Str damage (Fort negates) that will likely be unable to save your life when the monster hits
you.
Command ***
Pretty good one round SoL with a variety of options.
Comprehend Languages **
Lets you understand written languages as well as spoken ones. Best used as a scroll rather
than a memorization.
dancing lantern **
Not the best choice as you have this covered with the ‘light’ cantrip.
Decompose Corpse *
Not sure when you would need a fully decayed corpse and even then there are easier ways to
do it.
Delusional Pride *
Inferior to charm person in nearly every way and even then evil eye does the exact same thing
without buffing the enemy saves.
Diagnose Disease *
Better off buffing the afflicted's saves rather then try to get lucky on a heal check that you likely
don't have time for.
Forced quiet **
A utility spell for the rogue or a good way to stop the lone guard who noticed you sneaking about
from yelling. Scroll?
Frostbite *
Like chill touch, but fatigues instead of dealing Str damage, the damage is cold (nonlethal) and
multiple fatigues will not make the monster exhausted.
Fumbletongue **
An ok SOL, but there are better SOLs at this level (Command to drop spell component pouch?)
Hex Ward **
A must have if you know you are fighting witches otherwise, its a waste.
Hypnotism *
Fascinating doesn't impress me and the HD limit adds to the drawbacks. It helps with improving
attitude, but charm person is better.
Icicle Dagger *
Don't waste your time trying to engage in melee. It does get better at higher levels, but at higher
levels your melee abilities are proportionally worse.
Identify **
Perfect example of a scroll spell.
Interrogation *
You likely aren't taking many prisioners and when you do they are almost always humanoid.
Use charm person or interrogate the old fashioned way
Ki Arrow *
Your strength is likely bad and unarmed strikes aren't exactly your forte. Skip this.
mask dweomer **
So-so spell that I can’t see being used too often.
Mount ***
A good way to increase your movement speed though the horse is squishy. Can be cast for your
allies too.
Ray of Enfeeblement *
Pretty terrible spell since it got nerfed.
Ray of Sickening *
Sickened is an ok condition, but the ranged touch attack and save to resist make me want to
pass.
Reduce Person **
Not a bad spell to increase to-hit and AC also helps dex based builds.
Restore Corpse **
Its pretty circumstantial, but really useful when you need it.
Sanctify Corpse **
Particularly useful for those enemies who force slain foes to become a weaker version of them.
Also lasts a full 24hrs.
Shadow Weapon *
Enemy gets a save to disbelieve weapon you crafted and only take 1 point of damage this is
somehow worse than icicle dagger.
Sleep **
Redundant with the Slumber hex that has no HD limit and a higher DC.
Summon Monster I **
Short duration and the monsters do not scale up with level, but better utility than the other
summon spell.
Unbreakable Heart **
A good way to keep your allies from succumbing to fear affects, but the short duration makes
this impossible to cast out of combat.
Vocal Altercation **
Not very useful unless you are disguising a lot.
Youthful appearance *
Not very useful you don't look like a different person just younger, plus the ogre kills adventurers
of all ages.
Alter Self **
A spell that grants you either a minor str or dex bonus and a potential disguise. Real selling
feature is that you get abilities like darkvision, swim or scent for 1min/level.
Augury **
Ask the DM what is on the other side of the door spell, it can't mislead you, but it isn't 100% so
the answer is more of a guidance than an absolute.
Blindness/Deafness ***
Permanent SoL and you pick one or the other upon casting. Permanent blindness is a combat
winner (make sure the target doesn't have an ability like tremorsense or blindsight first.
Blood Transcription **
A pretty creative way to add more spells to your familiar. It doesn't rely on saves so this is a
spell I carry one or two scrolls of before going into a dungeon. Note that it does not require the
target to be humanoid, but it does have the evil descriptor so cast sparingly. Without the scribe
scroll feat this is pointless.
Boiling Blood *
Either do one point of fire damage per round or give an orc the most minor buff for its level I can
think of.
Death Knell *
A really unimpressive self buff. With hexes you can basically make this autosucceed, but why?
Delay Pain **
The ability damage/drain it ignores has to be from a pain effect so this makes this super
circumstantial, but in that scenario it has a long duration. If you don't have a cleric or druid this is
more benficial to have at hand.
Delay Poison **
Circumstantial? Long duration and before you have the capability of neutralizing poison this is a
good spell to have a scroll of.
Detect Thoughts **
Only detects surface thoughs and requires concentration for a few rounds, but it can also detect
where people/monsters are by detecting their thoughts.
Disfiguring Touch **
Pretty long duration and your choice of a variety of penalties which are pretty minor. Innovation
on landing the touch attack is a key here (spectral hand, prehensile hair, familiar)
Enthrall **
Low HD limit, bonus on saves to unfriendly creatures, any hostile action ends spell and if they
fail their save they can try to heckle you to end the effect. Though the number of creatures
affected is unlimited so you could in theory enthrall an entire city.
feast of ashes **
Not really useful for everyday adventuring but gets an extra star for flavour.
fester *
You make it difficult for someone to get healed. There are far more direct and effective ways for
dealing with opponents.
Gentle Repose **
A pretty circumstantial spell, but a money saver if the fighter dies in the dungeon and you need
to get back to town in order to raise him.
Ghostly Disguise *
No good use jumps out at me and if you need a disguise just stick with alter self, at least with it
you can get darkvision or scent.
glide **
By the time you can cast this, you can already have a hex that allows you to feather fall and
levitate. Redundant.
Glitterdust ****
AoE blindness spell and outlines invisible creatures. Make sure you allies know what you are
doing before you cast.
Haunting Mists *
I love spells with partial, but this has no range and its unclear whether or not you are immune to
the wis damage/shaken effect. Hurts allies too.
hidden speech *
Highly situational spell. You only have so many spell slots and I would not want to waste one on
a spell that improves your bluff check for whispering to one another.
Masterwork Transformation **
The permanent duration really what makes this orange. Note that you still have to pay the
associated costs.
perceive cues **
It’s a pity the target of spell is self as the rogue or scout would surely benefit on decent bonuses
to perception.
Protective Penumbra **
Circumstantial, but the bonus stacks with almost anything and when the fighter and you are
stranded in the desert and he is wearing full plate he will thank you for having this.
Scare **
Only affects one HD more than cause fear, but affects a number of creatures.
See Invisibility **
Personally I'd stick with glitterdust so your allies can see as well, but this spell isn't bad.
Severed Fate *
Enemies usually don't have hero points in campaigns I play in, but if they are supposed to let
me know.
Share Memory *
If the target has some useful information just charm or torture them.
Silk to Steel **
An ok way to get a small shield bonus, but short duration means its an in combat spell. +2 isn't
all that impressive either.
Skinsend *
A cool spell, but the risks associated with detaching your skin just aren't worth it in my book.
Soothing Word **
If you have a paladin his Lay on Hands out classes this in every way. My main problem is it
doesn't get rid of conditions or remove lesser versions.
Spectral Hand **
If you can get this as a prep before combat it makes a lot of touch attacks viable. Otherwise, the
standard action time kills the rating.
Status **
A decent wand or scroll to have in order to monitor the rogue or ranger as they scout ahead. If it
allowed communication this would be a lot better.
Summon Monster II **
See Summon monster I
Summon Swarm **
Inferior to vomit swarm in every way. Skip this.
Unnatural Lust *
A really bad 1 round SoL. If 1 round SoLs sound appealing then scroll up to command.
Unshakable Chill *
I'm not sure if this is worse than frostbite or not, either way this sucks.
Web ****
The witch's spell list is lacking battlefield control and this is a great battlefield control spell.
Web Shelter **
Almost a combat spell, but the webs low hp and casting time kill its potential as one.
Zone of Truth **
An ok SoL. Problem is you can't tell which creatures are affected and which aren't which means
you are inclined to believe anything said in the spells range. This means creatures who save
and identify the spell can intentionally mislead you. Only the witch's hexes save this from being
red.
Anthropomorphic Animal *
I do not see anything particularly useful seems like more of a downgrade to me.
Arcane Sight *
A really buffed up cantrip (dispel magic). Doesn't require concentration and has a much longer
range, but nothing that makes it worth a 3rd level spell slot.
Ash Storm **
Blocks vision and causes the area within to become difficult terrain. Huge range and decent
area. A lot like the spell sleet storm both do similar things, but sleet storm is slightly superior.
bestow curse **
Reasonable debuff spell but they do get a will save and spell resistance and you have to be in
melee range to use.
Cackling Skull **
2 stars solely because the innovative will undoubtedly find some genius use for this, but I just
don't see it.
Clairaudience/Clairvoyance **
A decent know whats on the other side of the door spell.
Countless eyes **
Decent buff that prevents flanking with a long duration, not sure if its worth a 3rd level slot
though.
cup of dust *
Slowly make the enemy thirsty. Too slow. Choose something else.
Deep slumber *
I hate HD limits and its redundant with your slumber hex.
Dispel magic **
It’s pretty mediocre at all levels, though thats not to say its not useful at times.
Eruptive Pustules **
A defensive buff that will make the enemy hitting you slightly injured and possibly sickened. I
prefer to avoid the situation in which this is needed.
Excruciating Deformation **
Touch attack that with a failed save does minor ability damage, 2d6 nonlethal damage, and
hampers movement. Note that the enemy can suffer the penalty multiple times making this
stack nicely.
Fly ***
Redundant with your hex, but works on your allies always useful.
Glyph of Warding **
Decent way to defend something important or pull a nice ambush/trap . Either choose a blast
effect or a spell of 3rd level or lower to be stored.
guiding star **
Possibly useful in a dungeon or maze to help your party avoid getting hopelessly lost.
Harrowing *
A gamble and the penalties will outweigh the benefits.
Heroism **
Stacks with most bonuses and a decent duration. Pretty minor benefits though.
Ki Leech *
A self only spell that does absolutely nothing without a ki pool. Also in order for it to take affect
you have to reduce the creature (which has to have a ki pool) to 0 hp or crit hit. Sound useful?
Lighting bolt **
Standard blast. Too bad its area of effect is a really long line and not a radius, but its your best
3rd level blast.
Loathsome Veil **
Another HD limit spell fantastic. Its ok when you pick it up, just gets worse with levels.
Locate Object *
Late entry for you and its bad even as a level 2 spell. I MIGHT teach it to my familiar if i found it.
Malediction *
Another spell that deals with hero points. Typically enemies don't have hero points at my table
(most games not even PC's) . Really small amount temp hp too.
Marionette Possession *
Magic jar is an awesome spell, but this requires a willing target effectively killing its usefulness.
nature’s exile *
Another spell made for NPC witches. Fido doesn’t like you anymore. Oh no!
pain strike *
A third level spell that deals non lethal damage and has spell resistance and a fortitude save.
Pass.
Rage *
Subject gains rage as a barbarian (minus fatigue). Basically a double edged sword that requires
concentration.
Rain of Frogs *
Stick with vomit swarm the swarm this summons is hardly better and at higher levels vomit
swarm is better.
Ray of Exhaustion ****
I love partial affects and with a couple of debuff hexes the target is lucky to get off with the
partial affect. Soften up one big enemy.
Reckless Infatuation *
Anything you are trying to do with this can be more easily done with a lower level spell.
Sands of Time *
Really ineffective touch spell that is going to carry some minor penalties.
screech **
You shriek provoking attacks of opportunity against the enemy. Useful in some situations.
share senses **
Blend your senses with your familiar causing it to function like a scrying sensor. Meh.
Strangling Hair **
Single Target (tough you can switch) battlefield control.Uses your level as BAB and INT mod
which is good. Concentration in order to maintain the spell though which hurts the rating.
Suggestion **
The will heavy witch spell list and spells that have similar effects make this unimpressive. Note it
works on non humanoids though only a single target. Innovation makes this better.
Tongues **
A good scroll and you know what I am going to say about redundancy right? (literally the same
name)
twilight knife *
You create a knife that dances around in the air to attack the same creature you attack each
round using your crappy BAB. Pathetic.
Unravel Destiny *
Another Hero point spell woo. If hero points are a big deal in your campaign then this is ok.
Vision of Hell **
An ok spell best used on groups of enemies. Affects your allies which keeps it from being green.
Water Walk **
Personally I'd stick with fly, but this has some nice utility.
Witness *
Share senses with another target. Share memory is a better option than this.
Cape of Wasps *
Has some defensive capabilities and utility uses. Make the enemies hesitant to engage you in
melee or shoot you with a ranged weapon, also protects against sneak attacks. Slightly
redundant with vomit swarm.
Confusion ****
Whats better than a spell that stops groups enemies from taking any actions? One that makes
groups of enemies attack each other. Once again only particularly useful against groups, but
really wrecks them.
Daze, Mass *
As far as i can tell the HD limit which is super low (4) is still intact so that pretty much makes this
useless for all fights at and beyond the point at which you get this spell.
Detect Scrying *
NOT prevent scrying, block scrying or stop scrying. Nope, just lets you know that someone is
watching your each and every move so that you can flash gang signs and obscenities.
Discern Lies *
The DM gets a lot of wiggle room with this one and it was bad before that. Skip it.
Divination ***
Guess what school it belongs too? But seriously, its a pumped of version of augury which was
already pretty good. Also, you know if this spell fails or not (unlike augury).
Enervation ***
Ranged touch attack spell that adds 1d4 negative levels (which stack). No save. Soften up the
an enemy and make your DM do a whole bunch of calculations.
Familiar Melding *
Nothing too useful is jumping out at me and I am not a fan of detaching my soul from my body
anyway.
Fear ***
Ah yes a fear spell without an HD limit and it has a partial effect on a successful save as will
(minor, but still useful).
Geas, Lesser **
HD limit and charm monster is more universally useful, but in a given situation this isn't bad.
Ice Storm **
An ok spell with unimpressive damage, hindered movement and a minus to perception checks.
Not bad, but not great either.
Locate Creature **
Circumstantial, but really useful when you need it.
Minor Creation *
A bad spell and likely evil if you sell the stuff you created.
moonstruck **
You cause the enemy to become dazed, then raged and confused if they fail a will save. They
drop their weapons and attack randomly.
Neutralize Poison **
You know the use for this right? Circumstantial, a lifesaver when you need it
Poison *
One save ends the affliction, plus a touch attack to hit and the relatively low damage for the
level make this not worth it.
Scrying **
Good way to keep tabs on a target and you can use special vision types.
Secure Shelter **
Good way to set up a home base in a dungeon or the wild if you HAVE to rest.
Shadow Step *
Dimension door is much better and more versatile.
Sleepwalk **
A good way to get creative with the slumber hex. Make enemies walk to their own demise.
Solid Fog ***
Sleet storm is going to cover most of what this does, but the creative will still find a use for it
(use to negate falling damage, severely hinder rangers and rouges, etc.)
spite ***
A handy spell to have as an extra line of defence against those who would dare lay hands on
you. They will trigger a 4th level of lower spell against them that you have cast with the spite
spell.
Symbol of Healing **
Too redundant with healing hexes to rate this any higher. The costly material component really
kills this.
Symbol of Revelation **
I would make this a tattoo spend the cash to make it permanent and make the trigger looking at
it if I was going to do this at all. Going halfway with this one is a waste of time.
Symbol of Slowing **
If making symbols permanent is your thing then by all means take this. As for me I can't spend
that kind of money on a single spell even if it is good forever.
Touch of Slime *
How is this different than poison? same rating, same reasons.
Volcanic Storm **
See ice storm.
banish seeming *
With a melee touch attack you can dispel an illusion or return a creature to its natural form.
Seems rather an expensive use of a 5th level slot.
Blight **
Hurt a plant very badly. If you are fighting a giant plant this is probably a decent choice,
otherwise this is a good way to tick off the party druid.
Break Enchantment **
Pretty useful in the event that you find a cursed item or the party is subjugated to some sort of
unwilling enchantment or transmutation (like baleful polymorph).
Cloudkill ***
This is one of the best AoE kill spells out there. Send it in front of you and have it kill or badly
injure everything in front of you for 11 minutes. And it's CON damage so even if they live through
it they take 1-2 HP/Level each round they are in it.
Contagion, Greater **
This is a city/army/group killing spell. Drop it on an enemy and they suffer the effects
immediately (and can't cure it without high level magic) and then everyone they come in contact
with gets it and they can't cure it without magic. 1 Diseased rat thrown into a city street is death
for that city, maybe that whole kingdom.3 stars (4 in kingmaker type games)
Curse of Disgust **
The above spell is superior is a number of ways. This spell is a permanent -2 to all die rolls with
no save whenever you decide to invoke it on your target
Feeblemind ****
Wreck casters of all kinds (arcane especially). Ruins all spellcasting ability and gives a -4 to the
saves of those who cast arcane spells.
Hold Monster **
A good spell, but a pretty high level for the effect. It is essentially a SoD on one enemy, but it
affects will so more of the same.
Mark of Justice *
Bestow curse with 100x the casting time, you have to write on the target and it has to be willing
or restrained. No saving throw, but for a 5th level spell your kidding right? This is crap.
Plague Carrier *
This could have been such a cool spell for an animal companion or monk, but the onset time
(1d3 days) killed it.
Reincarnate ***
Unlike raise dead this works if the creature died from old age or if they were missing limbs, eyes
etc. It also works on targets afflicted with magical or incurable diseases.
Most importantly it works on UNDEAD and is the cheapest way to return someone from
undeath. All things that Raise dead can't do and it's alot cheaper as well.
rest eternal *
You curse a dead creature that bars its spirit from returning. Yawn.
Secret Chest **
Has some material component cost, but is a good way to store very important items and heavy
war spoils.
suffocation ***
A reasonable spell that can disable a creature after 1 round if it fails a fortitude test and can
potentially kill it in 3 rounds if it continues to fail saves.
Symbol of Scrying **
Don't know where the thieves guild is or want to find something that was stolen. Put this on it
and let it get stolen. You always know where your belongings are and makes a heck of a scry
and fry focus.
Teleport ***
Great utility spell with the mishaps being super circumstantial and not all that bad. Great way to
get around the world.
Waves of Fatigue **
No saving throw so that is good, but fatigue is not all that impressive. Would be pretty good if
you could stack with regular fatigue, but ray of exhaustion after the fact will still do nicely.
cloak of dreams*
With a melee touch attack you can dispel an illusion or return a creature to its natural form.
Seems rather an expensive use of a 5th level slot.
fester (mass) *
Like the 2nd level spell fester, but now you can be even lamer by wasting a 6th level spell and
doing this to many.
harm *
It charges a subject with negative energy that deals 10 points of damage per caster level up to
150 hit points of damage. A successful will save will only do half damage. Problem with this
spell is it cannot reduce the target below 1 hit point making this spell very inefficient for a 7th
level spell that only targets one creature.
heal ***
This heals a subject with positive energy for 10 points of healing per caster level up to 150 hit
points of damage. Not only that, it removes nearly any adverse condition affecting the target
such as staggered, stunned, fatigued, blinded, poisoned to name just a few.