Witch Handbook

Yep. A single handbook full of spell ratings. Everything in the game.

I can't really see that being a good idea. Some spells are more or less useful depending on who's casting them - for example, Mage Armor will be less useful for a chainmail-wearing Eldritch Knight than for a robe-wearing Wizard...
 

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Bumping this to keep it on page 1, since Stream is still doing work on it.

Thanks. Just finished rating all of the spells in time for Halloween. Probably won't have the Improved Familiars or Equipment sections done before then, though. Anyone know items particularly useful to a Witch (ie, aside from the general stuff good for any spellcaster / prepared caster / int-based caster)? I skimmed the APG items a while back and couldn't find anything especially of note for a Witch. A lot of "witch themed" stuff that was actually worthless to the witch class and just gave the specific ability to whatever schmuck owns said item. But nothing notably helpful FOR witches.

Witch's spell selection is pretty poor overall, I must say. Way too much enchantment, they're like 3E Beguilers but even more extreme, I think. And the list is so random. Inexplicably missing key "witchy" spells, missing things that are on druid AND wizard lists (the only overall theme of the spell list seems to be "wizard crossed with druid"), spells that seem to come out of left field, spells that are blatantly around for protecting a spell book, arbitrary late entry or outright denied access to some spells (most notable with Evocations)... It's really nonsensical. They have a lot of great utility and out of combat stuff, in combat, I think the class might be fairly hampered against foes immune to enchantments. Which just makes Ice Tomb (assuming your DM's interpretation doesn't horrifically nerf it, it is VERY poorly written) all the more crucial to snag at 10, I think.

EDIT: And I just finished changing the shade of blue to one significantly less painful on the eyes, I think.
 
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To make the rating process not take 10x longer, I was using another forum w/ actual BB code buttons to highlight/select and set colors for things before copy/pasting it here, but that forum only has a small amount of colors available, not anything exotic like Deep Sky Blue, so I was mostly just being lazy and waiting till the guide was almost done to then just go into Word and do the nifty find and replace thing. :)
 

Thanks. Just finished rating all of the spells in time for Halloween. Probably won't have the Improved Familiars or Equipment sections done before then, though. Anyone know items particularly useful to a Witch (ie, aside from the general stuff good for any spellcaster / prepared caster / int-based caster)? I skimmed the APG items a while back and couldn't find anything especially of note for a Witch. A lot of "witch themed" stuff that was actually worthless to the witch class and just gave the specific ability to whatever schmuck owns said item. But nothing notably helpful FOR witches.

Witch's spell selection is pretty poor overall, I must say. Way too much enchantment, they're like 3E Beguilers but even more extreme, I think. And the list is so random. Inexplicably missing key "witchy" spells, missing things that are on druid AND wizard lists (the only overall theme of the spell list seems to be "wizard crossed with druid"), spells that seem to come out of left field, spells that are blatantly around for protecting a spell book, arbitrary late entry or outright denied access to some spells (most notable with Evocations)... It's really nonsensical. They have a lot of great utility and out of combat stuff, in combat, I think the class might be fairly hampered against foes immune to enchantments. Which just makes Ice Tomb (assuming your DM's interpretation doesn't horrifically nerf it, it is VERY poorly written) all the more crucial to snag at 10, I think.

EDIT: And I just finished changing the shade of blue to one significantly less painful on the eyes, I think.

You rated the Resistance cantrip red? Sure, it's only good for a few levels, like several other cantrips and 1st level spells, but +1 on all saves for 1 minute is the most useful cantrip in the bunch until you get a Ring of Resistance or something.
 

IME, there just aren't that many save-related effects at the first few levels, but I could upgrade it to at least orange. And I think even at level 1, Guidance is more useful if you're truly spamming it.
 

Regarding Secret Chest- I think Witches get it so they can create items like Bags of Holding and Handy Haversacks. It's also somewhat ironic that you commented for Rest Eternal "extra style points for throwing the body into a Bag of Holding and then destroy the Bag" and then only a couple spells down the same level list, fail to note that the spell in question allows you to do exactly the same thing.

Of course, the Bag Type I is less expensive than a lost Secret Chest, so the spell still deserves a red rating probably. :) But still, combo worth noting yes?
 

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