Witch spell question




What's on your mind?

+ Log in or register to post
Page 1 of 2 12 LastLast
Results 1 to 10 of 11
  1. #1
    Registered User
    Thaumaturgist (Lvl 9)

    Summer-Knight925's Avatar

    Join Date
    Nov 2008
    Location
    America
    Posts
    547

    Ignore Summer-Knight925
    My communities:

    Witch spell question

    How many spells does a witch know? Is it like the cleric and knows the whole list?
    SO EIN MIST!

 

  • #2
    Registered User
    Waghalter (Lvl 7)



    Join Date
    Mar 2007
    Location
    Grand Rapids, Michigan
    Posts
    608

    Ignore DogBackward
    No, the Witch works like the Wizard. You start with 3+Intelligence 1st level spells known, and all 0 level spells. Then you learn 2 new spells at each Witch level above 1st. Your Witch spells are "stored" in your familiar similar to the way a Wizard has a spellbook, and you have to commune with your familiar for one hour to prepare spells, just like a Wizard has to use their spellbook to prepare spells. The only real difference is that the Witch's familiar doesn't have a limited number of "pages" of spells it can hold.

  • #3
    Registered User
    Scout (Lvl 6)



    Join Date
    Sep 2011
    Location
    Edmonton
    Posts
    1,561

    Ignore N'raac
    The Witch basic class info is online at Witch - Pathfinder_OGC. The rules for a witch's spell selection are cleverly hidden in the section on Witch Familiar.

    A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1stlevel spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual.
    Basically, the special ritual requires you to have, and destroy, a scroll of the desired spell, then make a spellcraft check similar to the check a wizard uses to learn a spell.

    In addition to these spells, each witch selects a patron, and the patron adds a spell to the witch's repertoire at each even numbered level, starting with a 1st level spell at 2nd level and endng with a 9th level spell at L18.

    Witch familiars are detailed more at Witch's Familiar - Pathfinder_OGC. Note that, if the familiar dies or is otherwise lost,
    it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron (see patron spells).
    . Losing your familiar is pretty serious business for a witch.
    Last edited by N'raac; Monday, 13th February, 2012 at 02:10 PM.

  • #4
    Registered User
    Lama (Lvl 13)

    gamerprinter's Avatar

    Join Date
    Mar 2007
    Location
    Ottawa, Illinois, USA
    Posts
    2,488

    Ignore gamerprinter
    My communities:

    As nobody has seemed to mention but the Witch has a Witch's spell list - a limited list of spells. Many of the new PF classes have their own limited list of spells (each different from the other), this includes bard, paladin, inquisitor, ranger, magus, summoner and witch.

    The witch gains some bonus healing spells, but still their primary list of spells is pretty limited. Consider Fireball is not on the Witch's spell list, among many others.
    Michael K. TUmey
    http://www.gamer-printshop.com
    support@gamer-printshop.com
    Free monthly newsletter: Gamer Resource

  • #5
    Registered User
    Scout (Lvl 6)



    Join Date
    Sep 2011
    Location
    Edmonton
    Posts
    1,561

    Ignore N'raac
    Quote Originally Posted by gamerprinter View Post
    As nobody has seemed to mention but the Witch has a Witch's spell list - a limited list of spells. Many of the new PF classes have their own limited list of spells (each different from the other), this includes bard, paladin, inquisitor, ranger, magus, summoner and witch.

    The witch gains some bonus healing spells, but still their primary list of spells is pretty limited. Consider Fireball is not on the Witch's spell list, among many others.
    They definitely have a different flavour. I'm not sure my L1 Witch has any spells which can inflict direct damage - definitely a support combatant rather than the guy who will take the opponents down.

  • #6
    Registered User
    Waghalter (Lvl 7)



    Join Date
    Mar 2007
    Location
    Grand Rapids, Michigan
    Posts
    608

    Ignore DogBackward
    They've got a few direct-damage spells, like Burning Hands at level one. But really, Witches are amazing debuffers. At first level, a Witch with Extra Hex can cause a target to roll 2d20 and take the lowest for all d20 rolls for one round as a standard action, then spend a move action to turn that into two rounds. Then to the same thing to a different guy next round, while extending the duration of both penalties by a round. Get higher levels, when you can start stacking debuff hexes on a single target while keeping them going via Cackle, and it's disgusting.

    Speaking of disgusting, I love the theme of a lot of the witch spells. They have the perfect squicky feel. Vomiting a swarm of bugs, leaving my skeleton behind and walking around as my skin, being surrounded and carried by a swarm of wasps. It's all incredibly thematic and very cool.

    I love the witch.

  • #7
    Registered User
    Scout (Lvl 6)



    Join Date
    Sep 2011
    Location
    Edmonton
    Posts
    1,561

    Ignore N'raac
    Quote Originally Posted by DogBackward View Post
    They've got a few direct-damage spells, like Burning Hands at level one.
    There's a sonic one that does some damage at L1 in one of the books as well. I know I didn't take BH; not sure as I think about the sonic one. As I said, I don't think my witch has any direct damage spells. Others could go for a different build.

    Quote Originally Posted by DogBackward View Post
    But really, Witches are amazing debuffers. At first level, a Witch with Extra Hex can cause a target to roll 2d20 and take the lowest for all d20 rolls for one round as a standard action, then spend a move action to turn that into two rounds. Then to the same thing to a different guy next round, while extending the duration of both penalties by a round. Get higher levels, when you can start stacking debuff hexes on a single target while keeping them going via Cackle, and it's disgusting.
    This is definitely their forte. But, as I said, it makes them a support character - you can debuff all you like, but someone has to finish the enemy off. That's the feel I'm going for with this particular character, so we'll see how it plays out in practice. Worst case, I can always learn a damaging spell at L2 or later levels. As for hexes, I'm starting with Evil Eye and Cackle, but same basic logic applies. Extra Hex seems likely to be chosen more than once over time...but then, I've never found a lot of standard Arcane feats appealed.

  • #8
    Registered User
    Waghalter (Lvl 7)



    Join Date
    Mar 2007
    Location
    Grand Rapids, Michigan
    Posts
    608

    Ignore DogBackward
    If nothing else, you can use the Slumber hex to put someone to sleep, then use a Coup de Grace to finish them off. If you're worried about thematics, you can fluff it as offreing a sacrifice to your patron. Make sure to only use a dagger or short-sword (athame), and only use that weapon for the purpose of your "sacrifices".

  • #9
    Registered User


    StreamOfTheSky's Avatar

    Join Date
    Aug 2005
    Location
    Lexington Park, MD
    Posts
    6,458
    Blog Entries
    2

    Ignore StreamOfTheSky
    My communities:

    Witch definitely is more support/debuff, and their spell list is annoyingly focused on mind-affecting will saves and divinations, expecially at low levels. Patron choice can help. You could take Elements and get some blast spells, unfortunately mostly fire. You could then take Dazing Spell feat and be able to throw save or lose effects against any of the 3 saves (you get tons of will save effects and by level 10 you have Ice Tomb hex and Baleful Polymorph for fort). I think the "Triple Threat" is a pretty solid Witch build.


    I have a Witch Handbook, if you'd like, though it's based upon doing the most optimal things. Like...getting Slumber, boosting the DC sky high and taking Accursed Hex for when it misses, and spamming save or lose stuff every round. May not appeal to your tastes. But the feat, familiar, and patron advice might still be helpful, and I actually listed and rated every single witch spell.

    Quote Originally Posted by DogBackward View Post
    If nothing else, you can use the Slumber hex to put someone to sleep, then use a Coup de Grace to finish them off. If you're worried about thematics, you can fluff it as offreing a sacrifice to your patron. Make sure to only use a dagger or short-sword (athame), and only use that weapon for the purpose of your "sacrifices".
    It's much more efficient to use ready or delay to Slumber an enemy just before an ally within melee reach (or within a 5 ft step of melee reach) has his turn, though.
    My Ninja class Fighter Variants Monk additions
    Good defense of 3E mechanics

    Spoiler:
    http://www.youtube.com/user/goldeneaglecleaners

    My online gaming group, Torch of Spirit (Contains all information for the current game I'm co-DMing as well as lots of houserules I'm using or considering for the future. Feel free to check it out.)

  • #10
    Registered User
    Waghalter (Lvl 7)



    Join Date
    Mar 2007
    Location
    Grand Rapids, Michigan
    Posts
    608

    Ignore DogBackward
    Quote Originally Posted by StreamOfTheSky View Post
    It's much more efficient to use ready or delay to Slumber an enemy just before an ally within melee reach (or within a 5 ft step of melee reach) has his turn, though.
    I meant as an option to deal damage yourself. Most of the time, you should be concentrating on making it easier for your allies to kill things, yeah. But people were talking about a lack of damage-dealing potential for the Witch in general. And this is at least one way to possibly kill something yourself, if need be.

    I'll take a look at your other stuff. I'm making a Witch as a backup character for our current game, at level 11, so it's bound to be helpful. Thanks.

  • + Log in or register to post
    Page 1 of 2 12 LastLast

    Similar Threads

    1. Where to put Odd Spell-Casters: Bard, Witch, etc?
      By Aeolius in forum Older D&D Editions and OSR Gaming
      Replies: 20
      Last Post: Sunday, 22nd January, 2012, 02:47 AM
    2. Witch familiar and spell swapping
      By Nikosandros in forum Older D&D Editions and OSR Gaming
      Replies: 4
      Last Post: Tuesday, 13th December, 2011, 07:27 PM
    3. [LPJ Design] Ultimate Spell Decks: Witch Spell Cards
      By lmpjr007 in forum General RPG Discussion
      Replies: 1
      Last Post: Saturday, 14th May, 2011, 12:07 PM
    4. Modified spell lists -- the DMG witch, for example. Does it work?
      By Driddle in forum General RPG Discussion
      Replies: 12
      Last Post: Thursday, 14th June, 2007, 09:56 PM
    5. Witch spell list from DMG
      By Hobo in forum Older D&D Editions and OSR Gaming
      Replies: 6
      Last Post: Thursday, 25th July, 2002, 04:22 AM

    Posting Permissions

    • You may not post new threads
    • You may not post replies
    • You may not post attachments
    • You may not edit your posts
    •