Owl’s Guide to Witches
The witch is an intelligence-based, prepared arcane caster with a familiar in place of a wizard’s spellbook. The witch’s spell list is primarily a subset of the wizard’s with a handful of cleric & druid spells mixed in.
The witch gains hexes, which are roughly spell-like abilities, in addition to their spells. These hexes are broadly the defining feature of the class.
Resources
The goal of this guide is to cover the material found online at:
https://www.d20pfsrd.com/classes/base-classes/Witch
Witch Guides
These guides are quite good, even if I have a few modest disagreements with each of them. Honestly the only reason to bother with another guide is to cover more of the existing material.
Hubble, bubble, toil and trouble. Fire burn and cauldron bubble (A guide to Witches: Pathfinder Rules)
Viking Irishman’s Guide
Rolling on the Floor Cackling
RPGBOT
Spell Guides
Note that the rating for a given spell as a witch may differ from the same spell’s rating for the class(es) from which it originates.
Wizard/Sorcerer
The COMPLETE Professor Q Wizard Guide (Zenith Games Copy)
Cleric
Tark's Big Holy Book of Clerical Optimization - Spells
Druid
Druid Handbook Part 3: Druid spells examined
Summoning Guides
https://rpgbot.net/pathfinder/characters/summon_monster.html
Why work when others can do it for you - a guide to Summoning
Summoning made simpler
Polymorph Guides
The witch’s low BAB mostly limits polymorph spells to utility rather than combat. Note that hexes can be used while transformed, e.g. the wasp (vermin shape ii) that buzzes past various guards, hexing them with slumber.
https://rpgbot.net/pathfinder/characters/polymorph.html
Polymorphamory - The Love of Changing Form
Races
Elf -- Take the dreamspeaker alternate trait for a bonus to the slumber hex.
Half Elf -- With a high int and no desire to multi-class you’ll want fey thoughts. Significantly, only half elves can learn the 3rd level spell paragon surge, giving you access to all of the situational hexes below.
Half Orc -- Strongly consider the scarred witch doctor archetype. For your favored class bonus pick a skill your familiar has but which you do not, e.g. stealth, since your familiar gets your skill ranks.
Halfling -- A halfling with the alternate trait halfling jinx, the evil eye hex, and then the feat malicious eye gains a -1 effect on their evil eye. Most witches are better off with the feat extra hex than malicious eye though. Alternately, the creepy doll trait, backed by the feat bruising intellect gives you a backup plan to leave your opponents shaken. While this stacks with evil eye it’s often just too slow, and you’d be better off escalating to misfortune.
Human -- You get a bonus feat, and it’ll probably be extra hex.
Changeling -- You’ll need the witchborn trait. You gain access to the dreamweaver archetype, which could be quite nice in an intrigue-style campaign.
Goblin -- You get the 1st level spell mudball, but that’s probably not enough.
Ratfolk -- Good stat bonuses, the small size is an overall win, and the favored-class bonus incrementally extends your hex range and gives you more breathing room.
Samsaran -- You’ll want the mystic past life trait to gain access to marquee wizard spells. Your DM should probably tell you to choose another race if you try this. Unless your choices are thoughtful & interesting, as opposed to just adding raw power (e.g. haste, wall of stone, greater invisibility, etc).
Sylph -- Take the alternate trait breeze-kissed. Consider the cloud-gazer feat.
Feats
Accursed Hex -- Reusing a hex that an opponent successfully saved against can turn the tide of an encounter.
Evolved Familiar (skilled: UMD +8) -- If you’ve taken an improved familiar that can use wands then this is worth considering.
Extra Hex -- At lower levels this is amazing, getting you key hexes earlier than you’d otherwise have access to them.
Improved Familiar -- This adds more utility than power. I recommend a few choices, below.
Improved Initiative -- A +4 bonus to initiative increases the odds that you’ll get off evil eye or misfortune before your party members take their turn.
Spell Hex -- (10th level) You can cast a 1st level spell 3/day with your hex DC. You’ll likely want to use this with charm person, or maybe touch of blindness. The latter is particularly valuable if you’re stuck within melee range since hexes do not provoke an attack of opportunity.
Spell Focus & Greater Spell Focus -- A bonus to your most used school’s DC is nice, if unspectacular.
Spell Penetration & Greater Spell Penetration -- at mid to higher levels you’ll encounter enough spell resistance that this becomes increasingly valuable/essential.
Split Hex (10th level) -- You literally double the value of each offensive hex.
Split Major Hex (18th level) -- If your major hex is: agony, ice tomb or retribution then this is a terrific choice.
Crafting Feats
Witches are usually somewhat starved for feats, so finding room for a crafting feat is challenging. That said, taking a single crafting feat can fill in nicely for important items you’re just not finding nor able to afford otherwise.
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.
Craft Rod (9th level): Lesser rods are quite cheap to craft, and even standard rods become somewhat affordable.
Craft Staff (11th level): You’re effectively buying spell slots and putting them in a walking stick. The main argument against this feat is that you’ll likely only ever craft a very few of them.
Craft Wand (5th level): If your familiar uses wands regularly this becomes a reasonable choice for a feat.
Craft Wondrous Item (3rd level): This is easily the best choice to take of the crafting feats, purely because you & your party will perpetually wish they had additional items of one sort or another.
Forge Ring (7th level): Rings seem to me a bit less essential than some other items.
Scribe Scroll -- Ensure that you have remove blindness or neutralize poison available when you need it. Round out your utility by incrementally adding scrolls for spells that you otherwise wouldn’t have prepared in advance.
Metamagic Feats
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. I’ll generally try to use examples to indicate why I think these feats are or perhaps are not worth considering.
From there we need to determine whether a metamagic rod is a better choice. A lesser rod for a +1 level metamagic is only 3,000 gp, so at mid-levels this is often the way to go.
Bouncing (+1 level): Bouncing blindness or hold person are very worthwhile 3rd level spells, particularly as you encounter spell resistance around 8-10th level and above.
Dazing (+3 levels): If you’ve taken the elements patron then this is worth considering for a 6th level dazing fireball. Note that a lesser dazing rod is 14,000 gp and leaves that fireball in a 3rd level spell slot.
Ectoplasmic (+1 level): This is too situational to justify a feat, but could well be worth the price of a lesser rod.
Extend (+1 level): Spells with a saving throw each round (hold person/monster, charm person/monster) don’t benefit much from this. A longer-term buff such as mage armor does. An extended suffocation is almost certain death if the initial saving throw is missed.
Heighten (+N levels): Simply increasing the spell level to increase its saving throw DC is a great strategy at higher levels to broaden your effective spell choices. At mid-to-lower levels you’re likely better off with the power of your higher level spells.
Intensify (+1 level): At mid-levels a 10d6 snowball is a nice 2nd level spell. Given the limited number of direct damage spells on the witch’s list you’re probably fine with a lesser rod.
Persistent (+2 levels): Persistent blindness is a 4th level spell that now requires 2 successful saves against its base 2nd level. Persistent hold person, also 4th level, requires 2 saves each round. Unlike bouncing this does not apply to spell resistance.
Quicken (+4 levels): Quickened ill omen can take out a key opponent in 1 round, definitely worth a 5th level spell slot at higher levels. Consister the trait magical lineage to reduce this to +3 levels.
Reach (+1 level/range increase): Your main use here is to increase touch-range spells to close range, a +1 level usage. The key touch spells for a witch are: touch of blindness, touch of idiocy & bestow curse, so a lesser rod is a great choice. (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.)
Rime (+1 level): Give this serious consideration as a winter witch, but otherwise you’re likely fine with a lesser rod for snowball, frost fall & ice spears.
Silent (+1 level): This works well with invisibility, another reason to consider the deception patron. But it’s still a tradeoff to determine whether you’d prefer to cast summon monster iv silently or summon monster v.
Still (+1 level): It’s hard to justify this as a feat, given that 1. you’ll also require silent for spells with verbal components, and 2. casting spells in secret doesn’t come up with great regularity.
Widen (+3 levels): There are scenarios where an enormous sleet storm or black tentacles is worth a 6th or 7th level spell slot (resp.). But it’s usually not.
Familiars
The best familiars fly and/or add a bonus to initiative or perception. Saving throw bonuses to reflex or fort saves are worth considering too.
- Bat: flight, low-light vision & blindsense, +3 fly skill
- Cat: stealth & scent, +3 stealth skill. It’s not the best choice, but it’s iconic.
- Compsognathus: swims, low-light vision & weak poison, +4 initiative
- Dodo: +4 initiative. All of the other familiars that grant an initiative bonus are better.
- Fox: stealth, +2 reflex saves
- Hawk: flight, +3 perception in daylight
- Jerboa: low-light vision, scent, +4 initiative
- King crab: +2 grapple CMB, only for white haired witches in a nautical campaign
- Monkey: has hands, +3 acrobatics
- Owl: flight & stealth, +3 perception in low light. Prefer a hawk if your campaign features more daylight.
- Rat: stealth, climb & swims, +2 fort saves
- Rabbit/Arctic Hare: stealth, +4 initiative
- Rhamphorhynchus: flight, low-light vision, scent, +4 initiative
- Raven: flight & speech, +3 appraise
- Scorpion: weak poison, easily hidden out of sight, +4 initiative
- Thrush: flight & speech, +4 diplomacy
- Weasel: stealth & climb, +2 reflex saves
Improved Familiars
These are available via feat improved familiar. Familiars with hands and spoken language can use (rather than just wear) magic devices, including wands.
- Agathion, silvanshee (7th, NG): flight, stealth, gaseous form, dimension door
- Azata, lyrakien (7th, CG): flight, darkvision, constant detect evil, detect magic, UMD
- Elemental, small air (5th, N): the best flight
- Faerie dragon (7th, CG): flight, telepathy, greater invisibility, low-level spell casting, UMD
- Psychopomp, nosoi (7th, N): flight, stealth, at will invisibility, darkvision, spiritsense
- Pseudodragon (7th, NG): flight, darkvision, blindsense, telepathy, UMD
- Rakshasa, raktavarna (7th, LE): change appearance, modify memories, darkvision, constant detect magic
- Ratling (7th, CE): climb, swim, burrow, invisibility, dimension door
- Sprite (5th, CN): flight, light, detect evil/good -- best choice for wand use at 5th level
Hexes
Hexes have three key benefits over spells:
- Most hexes that have a target can be used once per day per target. That is, you can attempt to Slumber each opponent once per day, or you can Heal each party member once per day.
- Using a hex does not provoke an attack of opportunity.
- The DC of a hex scales with your level & intelligence, so that even basic hexes remain effective at higher levels.
Many witches will want to start with largely the same hexes: slumber, misfortune, cackle, evil eye and flight. But starting each encounter with: evil eye, misfortune, slumber gets old, regardless of how effective it is. Fortune or protective luck give your front-line characters a nice buff, and soothsayer increases their power significantly. For the creative player, charm and discord are nice effects once you reach 8th level. Prehensile hair opens up safer touch spells as well as the utility of high strength.
Common Hexes
Ameliorating -- Each party member can benefit from this hex daily. It could be very useful if you are headed toward an encounter where you can expect the party to face, e.g. sicken. But in most cases it’s just too situational.
Aura of Purity -- At minutes/day, with a 10’ radius this hex is reasonably effective, but pretty situational.
Beast of Ill-Omen -- Bane is too minor/weak an effect to justify a hex.
Blight -- This hex has great flavor, but is far too situational.
Cackle -- This is a key hex, extending several others (primarily Evil Eye and Misfortune) for rounds as a move action.
Cauldron -- At lower levels preparing potions in advance allows for more spells per day and can broaden the spells you have available. But the cost in gold ultimately limits potions’ overall benefit.
Charm -- Only consider this after 8th level when you get a 2 step improvement in attitude, and you’ve taken enough of the preferable hexes that it looks better.
Child Scent -- Interesting in terms of flavor, but still terrible.
City Sight -- Too situational.
Combat Hypnosis -- The 2d4 HD limit on your target will quickly make this hex obsolete. Slumber is almost completely superior.
Congeal -- Too situational.
Coven -- In combat you’ll probably have something better to do than boost another witch’s DC by +1, but out of combat this is useful. If your party has multiple witches and you each take this hex then it’s … okay.
Cursed Wound -- Only for NPCs.
Dark Apothecary -- Only if you’re a Veneficus Witch.
Discord -- The opposite of Charm, you lower the attitude of a target. Only consider this after 8th level when you get a 2 step decrease in attitude. Nice flavor for a witch.
Disguise -- The utility here is largely dependent on the campaign and the player’s interest in using disguises in the first place.
Disrupt Connection -- Confusion for a single, summoned target, with a chance at controlling the creature. Only consider this after 8th level.
Distraction -- You’ll usually want slumber instead. The only advantage of distraction is that the target can’t be awakened by an ally.
Enemy Ground -- Too situational, even after 8th level.
Evil Eye -- You’ll usually want to apply this to saving throws and sustain it with cackle.
Feral Speech -- Pretty situational, but interesting flavor.
Flight -- Good at 3rd level, amazing at 5th.
Floating Lotus -- Flight is better in most situations.
Fortune -- In general it’s 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. It can be overpowered when applied to a player whose weapon has a high crit range as well as keen or the feat improved critical. In that case, talk to your GM before you take it. (Some math -- a weapon with an 18-20 crit range and improved critical has a 15-20 crit range. The odds of not getting a crit is then 70% x 70% = 49%, i.e. just over half your attacks are a critical hit.)
Gift of Consumption -- Every fort save you have to make becomes a free attack, provided there is a new target within a 30’ range.
Gift of Consumption, Greater -- Now you’re drinking poison just to watch it affect opponents. Until you run out of targets (once each/day) you are effectively immune to fortitude save failures.
Healing -- This is terrific at low to mid levels. You can apply it to each party member 1/day, which is consistently useful. Once the party can reliably afford a wand of cure light wounds (50 charges for 750 gp) you’ll want to re-train it if your GM permits.
Heralding Bloom -- Too situational.
Iceplant -- Nice, but an amulet of natural armor +2 replaces it for the player if not the familiar.
Leshy Summoning -- The leshy lotus is an interesting target for summon monster iv.
Minor Prophesy -- An additional 2nd level spell (augury) 1/day is nice at earlier levels. Talk to your GM to make sure this is compatible with their campaign.
Misfortune -- This significantly disables an opponent when they fail their save, and all but ensures they will fail successive saves. Extend it with cackle.
Mother’s Eye -- Unless your campaign takes place in an overgrown forest this is too situational.
Mud Witch -- You’re probably not playing a goblin.
Murksight -- An interesting hex once you’ve taken enough of the preferable ones, maybe 10th level or later. Alternatively, consider playing a sylph and taking the feat cloud gazer.
Nails -- You never want to be in melee range, and if you are this is still a modest attack.
No Place Like Home -- Too situational.
Peacebond -- Slowing down the start of hostilities can buy your party time.
Poison Steep -- If you’re a veneficus witch and you took the cauldron hex then this is kind of fun.
Poison Touch -- You get str poison with a good DC, but you still don’t want to be within melee range.
Pollute Water -- Too situational.
Polluting Glance -- Better than polluting water, but not worth the 2 hexes to get here.
Prehensile Hair -- The 10’ reach is nice for touch spells and attacks of opportunity. The intelligence-based strength on top of the reach adds lots of utility. And if you don’t have any other attacks (put away that dagger), you have a primary natural attack, which means full BAB instead of a witch’s typical half BAB.
Protective Luck -- A solid buff for a front-line melee character.
Scar -- Extend your buff hexes beyond 30’ by scarring your allies. And scarring an enemy is fun.
Seduction -- I’m not that interested in the sexy witch trope, and slumber is preferable in most situations.
Sink -- Too situational outside of a nautical campaign.
Slumber -- Unless your opponent has someone to awaken them, if they fail their will save this ends the encounter. It can be overpowered, even boring, if used too often.
Soothsayer -- Buffing every party member with the fortune or protective luck hex before an encounter and sustaining it with cackle during the encounter can have a huge effect (though once per day). The same for applying evil eye & misfortune to an opponent before hostilities commence -- at least when the opportunity presents itself.
Summer’s Heat -- Modest damage and a modest debuff with a fort save.
Swamp Hag -- Too situational.
Swamp’s Grasp -- Decent battlefield control. It’s not as good as the “wall” spells, but it’s at will with the area increasing with your level. And most of the wall spells aren’t on the witch’s spell list anyway.
Swine -- At 8th level melee characters can’t hold a weapon and casters probably can’t perform somatic gestures. It is bad before 8th level though.
Tongues -- Nice, if unremarkable, utility throughout the campaign.
Unnerve Beasts -- Too situational, unless your campaign features lots of mounted encounters or perhaps guard dogs.
Verdant Familiar -- Only for flavor.
Ward -- A nice buff that you can always have on a single party member before an encounter starts. At higher levels your party members may have items that duplicate its effect.
Water Lung -- Situational, and must be cast once per minute per target.
Witch’s Bottle -- Soothsayer is almost always superior.
Major Hexes
Since you only get 2, and the 2nd is at 18th level, you’ll want to be pretty particular in your choice.
Agony -- The target can only act on rounds on which it makes a fort save, as long as you extend it with cackle. Without cackle it is a poor choice.
Animal Skin -- Nice utility (fly, swim, climb, darkvision), but that’s it with a witch’s ½ BAB.
Beast Eye -- Nice scouting utility in many scenarios, but hag’s eye is usually preferable.
Beast’s Gift -- Modest natural attacks are not worth a major hex.
Cook People -- Nice buffs if you’re evil and have a steady supply of cadavers.
Delicious Fright -- A decent debuff, a modest buff for you, but not extended by cackle.
Drugged -- Increases poison flexibility, but poison builds aren’t the best.
False Hospitality -- A +20 bluff boost 1/day. Could be good in the right campaign.
Hag’s Eye -- The ability to split this up into 1 minute increments greatly enhances it’s utility compared with arcane eye..
Harrowing Curse -- Cast bestow curse or touch of blindness all day, 1/target if you’re a cartomancer. Bad otherwise.
Hidden Home -- Better if your party has a consistent base that you regularly go back to.
Hoarfrost -- Slow and easily removed or saved against.
Ice Tomb -- Shut down one opponent. Complements slumber because it has a fort save.
Infected Wounds -- Slower than hoarfrost.
Major Ameliorating -- Can be very effective when you know in advance the threats the party will face.
Major Healing -- At this level you’re better off buying wands of cure light wounds.
Nightmare -- Nice flavor, but too slow and in most cases too low an impact.
Pariah -- Preventing opponents from aiding one another is just too weak an effect.
Prophecy -- Divination is already on the witch spell list.
Regenerative Sinew -- Flexible healing, restoration, or at 15th level regeneration.
Restless Slumber -- Add 1d10/level to the slumber hex and leave them confused after they do awaken.. This would be blue if slumber didn’t already put the opponent out of commission.
Retribution -- A lot of damage to a melee threat, particularly since it bypasses DR.
Speak in Dreams -- Unlimited, long range communication but only with sleeping recipients.
Steal Voice -- Tiefling only. Fun, but usually not a big enough effect for a major hex.
Vision -- Cannot be rated, effect is completely dependent on individual GMs.
Waxen Image -- Great flavor and utility, but the target has to fail two will saves.
Weather Control -- Situational, but potentially significant -- a 7th level spell, available at 10th.
Witch’s Bounty -- Reliable food and modest healing.
Witch’s Brew -- Potions are less important to the party by now, and they’re overpriced.
Witch’s Charge -- This would be better if witches had better buff/healing spells.
Withering -- Fun, but not really a big enough effect.
Grand Hexes
Abominate -- By 18th level you probably want something more impressive than monstrous physique iv.
Animal Servant -- A combination of baleful polymorph and dominate monster
Curse of Nonviolence -- Eliminate a powerful threat
Death Curse -- Too bad they get multiple saves.
Dire Prophecy -- Every effect from evil eye combined.
Eternal Slumber -- Too bad it’s at touch range, or delivered via food/drink.
Forced Reincarnation -- The target loses 2 levels, half of their spells, and it’s fun.
Lay to Rest -- Too situational for most campaigns.
Life Giver -- Depends on how often party members are at significant risk of death.
Natural Disaster -- Tons of power, but hard to aim/control.
Summon Spirit -- Call up an 18th level cleric, wizard, druid, whatever you need, at the temporary cost of 1 level. But subject to bargaining over payment with them (i.e. your GM).
Witch’s Hut -- A travelling, self defending and hiding hut is a fun effect with reasonable utility.
Patrons
You’re looking to expand the witch’s spell list. Any spell that is already on the witch’s list is at best saving you a bit of money to learn it. The spells are ranked based on how valuable they are to a witch. E.g. summon nature’s ally is a good spell, but witches already have summon monster, making this redundant.
The level of your campaign can shift the rating quite a bit, e.g. fate offers nothing of note below 8th level, but is very solid after that.
Agility
- 6th Haste
- 8th Freedom of movement
- 10th Polymorph
- 14th Ethereal Jaunt
- 18th Shapechange
Ancestors
- 2nd Bless
- 6th Prayer
- 8th Blessing of fervor
- 10th Commune
Animals
- 12th Antilife shell
- 14th Beast shape IV
Aurora
- 2nd color spray
- 12th programmed image
- 14th prismatic spray
- 16th prismatic wall
Autumn
- 4th create pit
- 14th caustic eruption
Boundaries
- 2nd Protection from evil
- 6th Magic circle vs evil
- 12th Banishment
- 14th Ethereal Jaunt
- 18th Gate
Conspiracies
- 18th overwhelming presence
Death
- 12th circle of death
- 14th finger of death
Decadence
- 12th envious urge
- 16th euphoric tranquility
Deception
- 2nd ventriloquism
- 4th invisibility
- 6th blink
- 14th mass invisibility
- 18th time stop
Devotion
- 2nd divine favor -- a poor choice for most witches (except maybe white-haired)
- 6th magic vestment
- 8th greater magic weapon
- 14th bestow grace of the champions
- 18th mass heal
Dimensions
- 4th rope trick
- 10th lesser planar binding
- 12th planar binding
- 16th greater planar binding
- 18th gate
Elements
The witch broadly lacks direct-damage spells, so this expands her options.
- 2nd shocking grasp
- 6th fireball
- 8th wall of ice
- 12th freezing sphere
Enchantment
- 14th euphoric tranquility
Endurance
- 8th spell immunity
- 10th spell resistence
- 18th miracle
Entropy
Ethereal
- 12th ethereal jaunt
- 14th ectoplasmic eruption
- 18th etherealness
Fate
- 8th blessing of fervor
- 10th greater forbid action
- 12th contingency
- 18th wish
Healing
- 6th lesser restoration
- 10th cleanse
- 18th true resurrection
Insanity
- 4th hideous laughter
- 12th envious urge
- 18th overwhelming presence
Jynx
- 14th spell turning
- 18th energy drain
Light
- 8th rainbow pattern
- 12th sirocco
- 14th sunbeam
- 16th sunburst
Mercy
- 8th restoration
- 10th cleanse
- 18th true resurrection
Mind
- I’m just not familiar enough with these spells to gauge their utility well.
Moon
- 2nd darkness
- 4th dark vision
- 18th meteor swarm
Mountain
- 6th stone shape
- 10th wall of stone
- 14th stone tell
- 18th clashing rocks
Nightmares
Occult
- 4th command undead
- 18th gate
Peace
- 2nd sanctuary
- 8th dismissal
- 10th serenity
- 12th forcecage
Plague
A fine choice for the gravewalker archetype.
- 4th command undead
- 8th animate dead
- 12th create undead
- 16th create greater undead
- 18th drain energy
Plant
- 2nd entangle
- 4th accelerate poison -- only for a venificus witch, otherwise a poor choice
- 14th animate plants -- only in the right (e.g. forest setting) campaign
- 16th control plants -- only in the right campaign
Portents
- Nope, just a bunch of witch spells.
Protection
- 2nd sanctuary
- 4th resist energy
- 8th stoneskin
- 14th greater spell immunity
- 16th prismatic wall
Recovery
- 4th remove paralysis
- 8th freedom of movement
- 18th mass heal
Revenge
Rot
- 4th warp wood
- 14th creeping doom
Shadow
- 2nd silent image
- 4th darkness
- 8th shadow conjuration
- 10th shadow evocation
- 12th shadow walk
- 14th shadow conjuration, greater
- 16th shadow evocation, greater
- 18th shades
Space
Spirits
- 4th invisibility
- 12th shadow walk
- 14th ethereal jaunt
- 16th greater planar ally
- 18th etherealness
Spring
- 2nd feather fall
- 12th chain lightning -- on the witch spell list at level 7, but at level 6 here
- 18th time stop
Stars
- 16th euphoric tranquility
Storm
- 10th call lightning storm
- 12th wind walk
- 16th whirlwind
Strength
For most witches this is a poor choice, but for a white-haired witch or an arcane trickster it could pan out. Your familiar can also benefit from spells with a target of “personal”.
- 2nd divine favor
- 4th bull’s strength
- 6th greater magic weapon
- 8th divine power
- 14th giant form i
- 16th giant form ii
- 18th shapechange
Summer
- 2nd goodberry
- 4th flaming sphere
- 8th flaming sphere, greater
- 10th wall of fire
- 12th sirocco
- 14th sunbeam
- 16th sunburst
Thorns
- 10th wall of thorns
- 12th blade barrier
- 14th repulsion
- 16th mage’s sword
Time
- 4th silence
- 6th haste
- 12th disintegrate
- 18th time stop
Transformation
Hexes can be used while transformed. This witch will need strength, dexterity & constitution, but will still have a bad BAB. You’re often better off transforming your familiar, however, 1. they likely have a bad BAB too, and 2. many transformations make your familiar into a target.
- 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
- 4th mirror image
- 6th major image
- 10th mirage arcana
- 12th mislead
- 14th reverse gravity
- 18th time stop
Vengeance
Water
- 12th elemental body iii
- 14th elemental body iv
- 16th seamantle
- 18th tsunami
Winter
- 8th wall of ice
- 10th cone of cold
- 16th polar ray
Wisdom
- 2nd shield of faith
- 6th magic vestment
- 8th lesser globe of invulnerability
- 12th greater globe of invulnerability
- 14th spell turning
Woodlands
Special Patrons
With each of these: you get a specific hex for free(!), a penalty or restriction, a limited choice from among four specified patrons, and some patron spell changes. I list out each spell, because inferior ones may weaken a spell list. Any spell that is already on the witch’s list will be in red and italicized.
Note that this additional 1st level hex means that archetypes that otherwise trade away their 1st level hex still have this one, and hence qualify for the feat extra hex.
Celestial Agenda
A nice hex, a modest restriction, and spells that mostly improve the given patrons.
- Hex: Ward
- Restriction: good alignment, -2 to bluff, intimidate & sleight of hand
- Spells
- 4th: castigate
- 10th: rebuke
- 16th: greater planar ally
- Endurance
- Healing
- Light
- Portents
The Condition of All
A good hex for free, a modest restriction, and one good choice of patron spells.
- Hex: Scar
- Restriction: Alignment may never change
- Spells
- 2nd: forbid action
- 8th: dismissal
- 12th: geas/quest
- Elements
- Time
- Transformation
- Wisdom
Empath
A useful hex, an occasionally worrisome penalty, and one patron spell list that is improved via these spells.
- Hex: Tongues
- Restriction: -5 vs emotion effects, e.g. fear
- Spells
- 2nd: burst of insight
- 6th: analyze aura
- 10th: retrocognition
- Ancestors
- Mind
- Spirits
- Wisdom
Fey Gifts
Gaining charm is nice, but the cost of re-rolling once per day could be steep. Two of the best patron spell lists are improved.
- Hex: charm
- Restriction: DM has you re-roll one d20 per day, taking the worse roll
- Spells
- 2nd: disguise self
- 4th: hideous laughter
- 16th: irresistible dance
- Agility
- Enchantment
- Trickery
- Winter
Green Whispers
There’s no real benefit for you here, given how inconsistently feral speech is going to be of use.
- Hex: feral speech
- Restriction: iron or steel does 1d3 damage, metal armor prevents you from casting spells
- Spells
- 2nd: entangle
- 6th: plant growth
- 10th: tree stride
- Animals
- Endurance
- Moon
- Transformation
Hag’s Calling
The restriction makes the hex … pointless.
- Hex: coven
- Restriction: cannot aid another nor benefit from it
- Spells
- 2nd: disguise self
- 8th: sending
- 10th: commune
- Moon
- Plague
- Shadow
- Vengeance
Infernal Contract
This will kill any 1st level witch with 6 hp or fewer within a week. If you can get past that, then a wand of cure light wounds will fix you up for 15 or 30 gp per day (per 5 levels).
- Hex: misfortune
- Restriction: 1d6 per 5 levels in daily blood sacrifice
- Spells
- 8th: lesser planar ally
- 12th: planar ally
- 16th: greater planar ally
- Enchantment
- Strength
- Trickery
- Vengeance
Touched by the Outer Gods
There’s just no reason to take this.
- Hex: unnerve beasts
- Restriction: -2 saves vs confusion & emotion effects, min 1 round effect on save
- Spells:
- 2nd: lesser confusion
- 8th: dreadscape
- 10th: compelling rant
- Insanity
- Occult
- Stars
- Transformation
Shadowbound
In most campaigns light-blindness will be an ongoing hassle, one that disguise hex is probably not worth. You’re likely better off taking the shadow patron by itself and skipping shadowbound.
- Hex: disguise
- Restriction: light blindness
- Spells
- 8th: shadow conjuration
- 12th: shadow walk
- 16th: greater shadow evocation
- Death
- Deception
- Ethereal
- Shadow
Spells
Spells will be ranked a bit differently for a witch than for another class with the spell. E.g. lightning bolt isn’t a great spell overall, but if a witch needs to do damage to an enemy it’s one of their better choices.
This is not a replacement for reading the witch’s spell list a time or three as you gain each level. There are likely spells that are relevant to your specific campaign or your specific witch that aren’t broadly useful enough to list here.
When you learn new spells, you’ll almost always want to choose from the blue, or occasionally green ones. As you look for scrolls to buy you’ll also want to prioritize these spells, but some orange ones may be worth including -- depending on your character, interests and campaign. The breadth & variety of these spells highlights the utility of the scribe scrolls feat.
Cantrips
- Dancing lights -- A flexible, ranged source of light.
- Daze (will) -- Reasonably useful in the first 2 or 3 levels, which is also when you have the fewest spells.
- Detect magic -- The most important cantrip. You always want to locate spell effects and magic items.
- Guidance -- A +1 bonus to every party member’s skill checks, at least out of combat.
- Light -- The chief advantage over dancing lights is that you can cast this on a stone and throw it into a cave or down a well. Lasts longer too.
- Mending -- This usually isn’t worth a daily spell slot, but repairing broken gear/equipment does come up.
- Message -- Coordinating with your allies can make all the difference.
- Read magic -- If you have scrolls then you need this.
- Stabilize -- Keep your allies from bleeding out from a safe distance, and without having to pass a heal skill check.
1st
- Adhesive spittle (reflex) -- A failed reflex save leaves the target entangled until they make a strength check, or 2d4 rounds pass. Compare with web bolt.
- Air bubble -- Minutes/level of breathing under water.
- Aphasia (will) -- Shut down a spell caster or undermine coordination from a key officer/leader.
- Beguiling gift (will) -- “Would you hold this incriminating evidence for me? Why thank you.” Cursed items work too.
- Burning hands (reflex) -- Useful vs swarms
- Cause fear (will) -- With a 5HD upper limit, this is solid at lower levels.
- Charm person (will) -- With a little creativity this spell can go a long ways. It’s a shame your charisma likely isn’t great.
- Cheetah’s spring -- run 10x as fast, jump 10x as far.
- Chill touch (fort, touch) -- frostbite is usually better, except vs undead
- Command (will) -- Take an opponent out of combat for 1 round and leave it in a disadvantaged position.
- Cure light wounds -- A crucial spell at lower levels (until you can afford a wand), unless you chose the healing hex.
- Ear-piercing scream (fort) -- Shut down an opponent for 1 round, along with some sonic damage.
- Ears of the city -- Gather local information in rounds rather than hours.
- Enlarge person -- A solid boost to a melee character.
- Frostbite (none, touch) -- particularly for a winter witch, or with the prehensile hair hex
- Hex ward -- When you’ll be confronting another witch
- Identify -- Crucial to using magic items, and to avoiding cursed items.
- Ill omen (none) -- This is the witch spell to quicken. Also, the wand to give to a suitable familiar.
- Infernal healing (evil) -- better than cure light wounds, but evil
- Keyhole -- Peek through solid doors, help your rogue unlock doors, allow your rogue to lock doors the didn’t previously have a lock.
- Lock gaze (will) -- Capture an opponent’s attention, granting your party concealment vs them.
- Mage armor -- possibly the spell you will cast the most
- Mount -- 2 hours/level of good transportation
- Mudball (reflex) -- goblin only, or human with the feat racial heritage, goblin
- Murderous Crow (orc/half-orc) -- A bit better than most of your summon monster i options.
- Obscuring mist -- Break off combat when you’re at a disadvantage, sneak past guards
- Pierce Facade -- Gain a substantial advantage to perception vs disguise.
- Recharge Innate Magic -- Worth considering for characters who have & use innate magic consistently, e.g. gnomes.
- Reduce person -- Increase stealth & AC
- Shadow trap (will) -- Entangle an opponent in place for rounds/level.
- Skim -- Saving time working through a book or even library is a rare need. Perhaps worth a scroll though.
- Sleep (will) -- A very good spell at low levels, and only if you don’t yet have the slumber hex.
- Snowball (none, ranged touch) -- Decent damage at range with no save..
- Speechreader’s sight -- Gain perfect lip reading for hours/level. Another good spell to just keep on a scroll.
- Touch of blindness (fort, touch) -- While you don’t want to be within melee range, blinding an opponent for rounds/level is your most powerful 1st level spell effect.
- Twisted futures (will) -- Shut down enemy options to re-roll. Because this is only for rounds/level a scroll isn’t worthwhile unless you specifically scribe it at a higher (i.e. more expensive) caster level.
- Unbreakable heart -- Protection from “harm an ally” mind control can swing an encounter your way.
- Unhallowed blows -- An undead buff for a gravewalker witch.
- Unseen servant -- Useful for setting off traps, walking over water, lots of utility really.
- Web bolt (reflex) -- A failed reflex save requires the target make an escape artist save or a combat maneuver for minutes/level. Compare with adhesive spittle.
- Whispering lore (elf, half-elf) -- A nice bonus to knowledge checks of the local terrain type.
2nd
- Adoration -- A modest diplomacy bonus, out of combat.
- Aggressive thundercloud -- Modest, continued damage. However you’ll likely be using your move actions for cackling or movement so it’s hard to count on continuous damage.
- Air step -- A modest transportation boost to avoid traps, difficult terrain, and (with 1+ fly levels) walk over water. Only of use until you learn the flght hex.
- Alter self -- Hide your identity, gain a few senses or perhaps swimming -- for minutes/level.
- Alter summoned monster -- As you gain higher level summon monster spells, the flexibility of swapping out one choice for another becomes increasingly appealing.
- Arcane disruption (will) -- Not of great use in itself, but significantly increases the effect of other concentration disruption effects.
- Aura of distraction (will) -- Increase the difficulty of concentration checks within 20’ for minutes/level. Augments vomit swarm if you’re flying overhead or otherwise within 20’.
- Beastspeak -- Cast spells while polymorphed.
- Bestow insight -- A significant boost to a single skill that you have 1 rank in.
- Blindness/deafness (fort) -- Blinding a key opponent will usually turn an encounter in your favor. Compare with hold person (will save).
- Bone fists -- A decent buff to natural weapons.
- Boneshaker (fort) -- Significant damage vs the living, and 1 round control of the undead.
- Buoyancy -- Ensure heavily armored party members don’t sink, and bring submerged objects to the surface.
- Burdened thoughts (will) -- Bring a flying opponent to the ground.
- Callback -- Retrieve your wounded familiar from a situation you should probably not have sent them into.
- Carry companion -- Sneak your familiar around as a figurine. Compare with merge with familiar.
- Commune with birds -- Solid scouting within 1 mile, provided birds are present.
- Companion life link -- Know whether your familiar is injured and retrieve it. Callback is generally preferable at 10 minutes/level.
- Conditional favor -- Constrain a willing target’s actions under threat of losing the benefit of another spell, e.g. remove blindness. Very, very situational.
- Cure moderate wounds -- Worth taking if your party doesn’t have a cleric, at least until you can afford a wand of cure light wounds.
- Demand offering (will) -- Force an opponent to give you an object they’re holding, e.g. their sword, shield, wand.
- Detect magic, greater -- Identify spells cast in the past, and possibly who cast them.
- Detect thoughts (will) -- Valuable when you’re trying to determine who to trust.
- Drain construct (will) -- A substantial debuff to … constructs.
- Dress corpse -- Hide or change the cause of death for a body.
- Embrace destiny -- Useful when you need to avoid a specific bad roll. E.g. “It would be disastrous if I roll a 4 or lower here…”
- Enchantment sight -- Detect & identify enchantments with a good duration.
- Enshroud thoughts -- Protection from most mind-reading spells with a good duration.
- Euphoric cloud (fort) -- Shut down opponents for the majority of the encounter.
- False life -- A decent temp hp buff that’s increasingly attractive at higher levels when your 2nd level spells often aren’t used daily.
- Familiar figment -- A version of mirror image for your familiar.
- Feast of ashes (fort) -- A spell you want for the flavor, so to speak.
- Find traps -- Does what it says it does.
- Flurry of snowballs -- At 4d6 of area damage this is good at low levels, but never improves.
- Fog cloud -- Your first battlefield control. Obscure the vision of hostile archers or spell casters.
- Force sword -- Create a magic sword for minutes/level, and then give it to someone who can use it.
- Frost fall (fort) -- Modest damage and staggered for 1 round, with a 5’ radius.
- Glitterdust (reflex) -- Reveal any invisible opponents, with a chance to temporarily blind them.
- Hidden presence (will) -- Like invisibility, but a will save negates.
- Hold fey (will) -- Like hold person, but for fey.
- Hold person (will) -- The first spell that shuts down an opponent. Compare with blindness (fort save).
- Illusory Maze (will) -- Roughly equivalent to difficult terrain, but only for those affected.
- Intensify Psyche -- A decent buff for a few skills, notably diplomacy & sense motive.
- Investigative Mind -- A substantial bonus for int-based skills. A very good spell if you’re attempting to learn spells from another witch’s familiar or from scrolls.
- Iron skin -- A significant AC bonus for minutes/level.
- Lead anchor (will, touch) -- Drown an opponent who could otherwise swim.
- Limp lash (none, ranged touch) -- On a hit, each round you drain your opponent’s physical stats 1d6/round until they destroy the whip, exceed its range, or collapse. The range is 20’, so flight overhead works best.
- Lipstitch (fort) -- Modest damage, and temporarily prevents spell casting.
- Locate portal -- Handier at mid-to-upper levels. Worth having on a scroll, just in case.
- Mask dweomer, communal -- When you’re magic needs to fool another caster.
- Merge with familiar -- Hide your familiar for hours/level. Compare with carry companion.
- Minor dream (gnome) -- Long range communication with a sleeping target.
- Mirror hideaway -- Hide behind/within a mirror in an extra dimension for hours/level with up to 8 medium creatures. However, the mirror must be large enough to walk/climb through.
- Molten orb (ranged touch, none) -- Average 4d6 on a hit, 3d6 on a miss, which is pretty good at lower levels.
- Mortal terror (will) -- A persistent, increasingly effective fear spell over rounds/level unless the initial save is made.
- Mount, communal -- 2 hours/level of good transportation, divided among up to 6 horses.
- Mud buddy -- An unseen servant with a pretty effective, one-time trip attack.
- Necrostasis (will) -- Stagger an undead opponent for rounds/level, or daze for 1 round if already staggered.
- Protection from spores -- Significant protection from rather uncommon, but nasty foes.
- Psychic leech -- A good debuff vs barbarians and bloodragers.
- Rock Whip (touch) -- A good bull rush maneuver for rounds/level, and modest damage. Useful on a ledge, near a black tentacles spell, or when this will create attacks of opportunity for your party members.
- Rune of rule -- “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. The real draws are to cast the Rune of Humility on your Sneak Attacker so that they can get into position without provoking Attacks of Opportunity, or cast the Rune of Temperance on any party member other than yourself to give them a reroll against a poison or disease.” -- UnArcane
- See invisibility -- Worth scribing onto a scroll. Occasionally worth memorizing.
- Sensory overload (will) -- Each standard or full action requires a save, each round. Compare with hold person.
- Shadowmind (will) -- In low enough light this can blind multiple opponents.
- Spectral hand -- The way to cast spells with a touch range. Try to play this prior to combat. Your key touch spells are: touch of blindness, touch of idiocy & bestow curse.
- Staggering fall (fort/will) -- A 2nd level version of hold monster, but with the restriction that it only applies to targets who have fallen. Consider it with a party member who reliably employs trip combat maneuvers or another who casts grease.
- Steal voice (fort) -- A moderate spell casting debuff, which is permanent.
- Summon swarm -- Better range than vomit swarm but without the control, and does not scale.
- Touch of idiocy (none, touch) -- Reduce an opponent’s will save and spell DC by 1 or 2.
- Umbral weapon -- A mediocre buff, unless your opponent is very hard to hit but has low hp. Alternately when attacks of opportunity are being used to shut down a spell caster.
- Vomit swarm -- Three modest effects add up to a good spell: a bit of ongoing damage, a low poison DC & a low distraction DC. A useful addition to web or black tentacles.
- Web (reflex) -- Solid area control. Slow some opponents while you focus on the rest.
- Wicker horse -- Similar to mount but the horse can be constructed with add’l abilities.
- Zone of truth -- Improve your odds of getting honest answers, particularly after applying evil eye and/or misfortune.
3rd
- Accursed glare (will) -- Your target is crippled, akin to the misfortune hex, for days/level. The full round casting time and close range keeps it from being overpowered.
- Air geyser (reflex) -- Pretty modest damage, only of use if their fall has additional utility, e.g. on a ledge or subject to attacks of opportunity.
- Akashic Communion -- A substantial bonus to one knowledge check per 3 levels.
- Apport animal -- Teleportation for your familiar
- Arcane sight -- Minutes/level of more in-depth detect magic.
- Ash storm (none) -- ice storm is a bit better
- Aversion (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.
- Babble (will) -- Debilitate a single opponent, and potentially fascinate those around them. Useful to distract a group of opponents or divide & conquer them.
- Barrow haze -- A fog cloud that you can see through and which extends the range of your hexes to include those within it, provided the cloud is itself within hex range.
- Bestow curse (will, touch) -- Giving opponents a 50% chance of missing each combat round is a massive benefit. The other options are pretty good too.
- Burning entanglement (reflex) -- A large area, flaming death trap for those who cannot escape. Depends on existing plants in the area.
- Call the void (reflex) -- Shut down adjacent spell casters. Because the target is “you” this can be cast from your familiar via share spells.
- Catatonia -- Your target is effectively dead for hours/level. This leaves them immune to poison, disease, perhaps other conditions.
- Channel the gift -- You exchange this spell for any other 3rd level or lower spell you or an ally spell caster has available. You trade a bit of breadth for versatility.
- Charitable impulse (will) -- For rounds/level, with only an initial save the target goes to work healing and aiding those around them, whether friend or foe. This takes them out of combat, and has a perhaps 50% chance that they are actively healing/aiding you.
- Claim identity -- A substantial disguise bonus as a single humanoid you touch.
- Clairaudience/clairvoyance -- Forewarned is forearmed, as they say.
- Conjure carriage -- Transportation for up to 6 occupants for hours/level.
- Cup of dust (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.
- Curse of befouled fortune (will, catfolk) — A permanent misfortune on the first roll each round is debilitating.
- Cursed treasure (will) -- A variation on bestow curse where the spell is delivered via taking a target object. The spell is permanent until discharged, and you can create as many such cursed objects as you desire.
- Deathwine -- Increase your caster level for necromancy, useful for a gravewalker.
- Deflect blame (will) -- Attribute your attack, or failed diplomacy/bluff to another. Hide your own spell work, or just start a conflict between others.
- Detect anxieties (will) — Learn their fears and concerns, plan accordingly.
- Detect desires (will) — Learn their desires, plan accordingly.
- Detoxify (fort) -- Eliminate the poison threat of an opponent.
- Dispel magic -- A crucial spell, at least to have on a scroll if not always memorized.
- Eldritch fever (fort) — This gives a 40-50% failure rate for a caster’s highest level spells, with the failure rate diminishing for their lower level spells.
- Excruciating deformation (fort, touch, evil) — Moderate, ongoing damage for rounds/level to hp, dex, and con. A successful save only resists the effects for that round. This spell has a significant impact, but will take several rounds to do so.
- Find fault -- Use this to either give yourself good info on an opponent or to give a party member a good attack bonus. (Unless you want the bonus for your own touch or ranged-touch attack…)
- Flexile curse (will, touch) -- A significant debuff to an opponent’s armor, provided you can set it in motion hours in advance.
- Fly -- This is for party members, since you’re likely using the flight hex.
- Free spirit -- You gain freedom of movement, a 4th level spell’s effect. But you’re drunk for minutes/level.
- Garrulous grin (will) -- A decent debuff to bluff/diplomacy/intimidate for hours/level.
- Gloomblind bolts (reflex) -- only after 9th level, when you get 2 bolts
- Glyph of warding (reflex, or the stored spell’s save) -- You’re better off storing a spell such as blindness or excruciating deformity than activating a blast.
- Golden guise -- At minutes/level, no savvy merchant will fall for this artificial gold, though a pursuer might stop to retrieve it. Alternately, you can transmute iron locks or hinges into gold that’s far softer and easier to break.
- Guiding star -- You gain days/level of basic navigation with respect to your initial location when the spell is cast.
- Gullibility -- A significant sense motive debuff.
- Hag’s seasoning (none) -- A permanent curse, leaving the target the preferred target for all animals, insects & vermin.
- Heroism -- Nearly equivalent to +2 levels.
- Hex glyph (per the hex) -- You’ll likely want slumber here. Suitable only for an ambush or to slow pursuers, because none of your offensive hexes have long-lasting effects.
- Ice spears (reflex) -- Moderate damage, trip, difficult terrain, and can hit large opponents twice. Not subject to spell resistance.
- Iron spine (none) -- For rounds/level the target cannot move, or suffers modest damage and is sickened.
- Irregular size (none, touch) -- Give an opponent shrivelled arms that can only use smaller weapons, permanently.
- Irriseni mirror sight -- Scrying and optional two-way visual communication between two mirrors.
- Jealous rage (will) -- With proper coordination & setup you can leave one opponent relentlessly attacking another.
- Lightning bolt (reflex) -- The witch’s best direct damage spell at 1d6/level up to 10d6.
- Marionette possession (will) -- A willing target allows you to possess them. You could possess a party member and cast a spell on them with a “personal” target, and then go back to your own body.
- Mind maze (will) -- Remove an opponent from combat for rounds/level, with a chance they stumble into greater peril (though this gives them another save).
- Paragon surge (half-elf) -- Take extra hex to gain access to any hex for minutes/level. Going into a key social encounter you can add charm or discord. Take gift of consumption when faced with a medusa, or aura of purity when faced with a green dragon. Throw a guard post or cavalry unit into disarray with unnerve beasts.
- Penumbral disguise -- A significant enough bonus to disguise and stealth to overcome the fact that you’re likely bad at these. Only in normal light, or lower.
- Phase step -- Short range teleportation, within line of sight.
- Pierce disguise -- See through 3rd level or lower illusion or polymorph disguises.
- Pillow talk (will) -- Interrogate a sleeping target, 1 question/2 levels.
- Planar inquiry -- A flavorful augury-style spell.
- Polymorph familiar -- A beast shape of increasing level for your familiar. Primarily useful for disguise or to add a movement type such as flight at lower levels. Revisit this spell when you reach 9th (beast shape iii) & 11th (beast shape iv) levels, respectively.
- Pugwampi’s grace (will) -- A spell-based misfortune for rounds/level, though completely countered by any luck bonus.
- Qlippoth appearance (will) -- Cast at the beginning of or prior to combat, this allows 1 target per round for rounds/level to be paralyzed. This gives your martial party members a series of coup de grace opportunities, 1 each round. May be cast on your familiar via share spells.
- Quell energy (will) -- Only useful if an opponent is capable of repeated area effect attacks of a single, specific energy type.
- Rain of frogs -- Only superior to vomit swarm at 5th & 6th levels. But it’s a fun spell to cast.
- Ray of exhaustion (fort, ranged touch) -- A significant debuff to strength & dexterity.
- Remove blindness/deafness -- Most of the time you’ll just want this on a scroll.
- Remove curse -- Most of the time you’ll just want this on a scroll.
- Remove disease -- Most of the time you’ll just want this on a scroll.
- Riversight -- Scout along a river for minutes/level.
- Screech (fort) -- Grant your party attacks of opportunity to opponents within 30’.
- See beyond -- An all-day bonus to perception, particularly vs invisibility. Consider casting this daily at higher levels.
- Seek thoughts (will) -- Gain key information from a reluctant source.
- Sepia snake sigil (reflex) -- With the right setup this is a very powerful spell, and one of your few with a reflex save.
- Share senses -- For minutes/level you can see & hear through your familiar.
- Silver darts (reflex) -- A 15’ cone of silver darts, inflicting 1d6/level to the unarmored.
- Siphon might (fort) -- Transfer about 5-8 str from an opponent to a party member for rounds/level, halved if the target saves. Or transfer between party members if great strength is required in a particular scenario.
- Sleet storm (none) -- Blocks all sight, restricts movement to ½ speed, and even then requires an acrobatics check to move. Compare with stinking cloud.
- Speak with dead -- From time to time you’ll wish you learned just a bit more from someone before your party killed them.
- Stinking cloud (fort) -- Area control that cripples opponents’ offense. Compare with sleet storm.
- Storm step (reflex) -- Moderate damage & short range teleport. Probably a better spell for a magus to launch him self into melee range than for you to get out.
- Suggestion (will) -- A spell that requires more of a deft touch, but which can yield real benefits for the thoughtful.
- Summon monster III -- The first summon spell that gives you competent combatants: crocodile, eagle & leopard.
- Thorny entanglement (reflex) -- Good area control and moderate damage, though only for an outdoor campaign.
- Tongues -- Speak/understand any language. Worth having on a scroll, and in some scenarios worth memorizing.
- Tough crowd -- A solid buff for your party vs. illusions, intimidation, bluffing & diplomacy.
- Trial of fire & acid (touch, fort) -- The target takes 2d6/round of fire & acid for rounds/level, with a save only halving the damage for that round. Countered by dousing or submerging the target in water. This is the most damage you can do, perhaps averaging 5 hp/level, though over several rounds.
- Unadulterated loathing (will) -- Undermine your opponents’ coordination, or keep an opponent away from you.
- Unhallowed blow, greater -- Buff undead, for gravewalker witches.
- Vampiric touch (none, touch) -- Moderate damage & moderate healing. A good choice for spell storing armor or a spite spell.
4th
- Absorb toxicity -- The key is that you’re immune to poison and disease for 10s of minutes/level, provided you never absorb any poison/disease.
- Aggressive thundercloud, greater (reflex & fort) -- At best you stun a target for 1 round (fort) and do 6d6 for rounds/level (reflex). However, the reflex save negates damage rather than halving it, and you must use your move action to maneuver it to a target.
- Anti-incorporeal shell -- Complete protection from incorporeal foes for minutes/level within 10’.
- Arcane eye -- The ability to examine 2000’+ of terrain in advance can give your party a real tactical advantage.
- Bite the hand (will) -- Turn a summoned creature against its summoner.
- Black spot (will) -- A modest debuff, and daily constitution drain (fort). Like cup of dust, this is not a tactically effective spell, but rather a flavorful, long-term threat.
- Black tentacles (none, CMB check) -- Martial/melee opponents will exceed this spell’s CMB after a few levels, but prior to that it is all but over-powered.
- Charm monster (will) -- With a bit of creativity this can resolve single-opponent encounters rather nicely.
- Complex hallucination (will) -- A robust, purely mental illusion with 1 target/level. Discuss this spell with your DM, their interpretation & preferences will greatly affect its utility.
- Conditional curse (will) -- You combine bestow curse with a task or condition to remove the curse, significantly motivating your target to fulfill the task.
- Confusion (will) -- Targeting a single opponent is useful, but if you can catch 2 or more it becomes a very good spell indeed.
- Conjuration foil (will) -- A summoning debuff, causing 1d6/spell-level to summoned creatures within a 20’ radius circle. Compare with bite the hand.
- Curse of burning sleep (will) -- Cause the target to burst into flame after 1 hour of sleep.
- Curse of magic negation (will) -- The target suffers a roughly 50% chance of spell failure for 10’s of minutes/level.
- Daze, Mass (will) -- Useful to stop/delay the villagers without killing anyone.
- Death ward -- A very important protection when you need it.
- Detect scrying -- Not a common need, but useful in the right circumstances.
- Dimension door -- Medium range teleportation, 700-1,200 feet.
- Discern lies (will) -- Evil eye & misfortune make this more useful.
- Divination -- With an 80-90% accuracy rate this is reasonably useful, subject to your DM’s preferences of course.
- Enchantment foil -- A nice anti-enchantment buff for hours/level.
- Enervation (none, ranged touch) -- Losing 1d4 levels with no save is a solid debuff.
- Familiar melding -- Take possession of your familiar for hours/level.
- Fear (will) -- Opponents flee & cower on a failed save.
- Fleshworm infestation (fort, touch, evil) -- Ongoing modest damage and dex loss for rounds/level.
- Geas, lesser (will) -- Have a captured henchman lead you to their lair. The 7HD limit & 10 minute casting time limit the applicability.
- Ghost brand -- Hide an object in someone’s body for days/level.
- Harvest knowledge (will) -- Get answers to questions for minutes/level. Since each question requires 1 minute, consider slumber for an unwilling subject.
- Ice storm (none) -- Modest damage and a large area of difficult terrain.
- Inveigle person (will) -- An hours/level, more effective charm person.
- Locate creature -- Find your familiar.
- Masochistic shadow (will, reflex, evil) -- For rounds/level the target takes 1d4 str each turn they fail a reflex save.
- Mirror transport -- Travel between 2 mirrors within 500’ of each other, with 1 traveller/level.
- Neutralize poison -- Good to keep on a scroll or two. Occasionally worth memorizing.
- Purge spirit (will) -- Incorporeal or ethereal target takes 1d6/level, half with a will save.
- Ride the waves -- Swim and breath underwater for hours/level
- Scrying (will) -- Spy on a target for minutes/level.
- Secure shelter -- For 2 hours/level you conjure a reasonably secure hut for your party.
- Spite -- touch of blindness, bestow curse, vampiric touch
- Summon monster IV -- giant scorpion, hound archon, grizzly bear, tiger
- Vermin shape II -- giant queen bee, giant scorpion, giant wasp, giant black widow
- Web cloud (reflex) -- A moving web that sinks into lower terrain. Unless you specifically want to target reflex saves, black tentacles is usually preferable.
- Wall of blindness/deafness (fort) -- The witch has few “wall” spells, and this one is quite effective.
- Wandering star motes (will) -- This will leave one or another opponent dazed for the majority of an encounter.
- Web cloud (reflex) -- A 20’ radius cloud akin to web, moving away from you continuously.
5th
- Arid refuge -- A reasonably secure underwater hut for 2 hours/level.
- Awaken the devoured (will) -- Daemons (1 per 4 levels) take 1d8/level plus a round of confusion.
- Baleful polymorph (fort, will) -- Transform the target into a 1HD creature, on a missed will save they have its mental capacities.
- Banish seeming (touch) -- Remove illusions and transformations for rounds/level.
- Break enchantment -- Remove enchantments, curses & transmutations of 5th level or lower.
- Callback, greater -- Retrieve your injured familiar from miles/level away.
- Charm person, mass (will) -- As charm person vs 2x your level in HD.
- Claim Identity, Greater (fort) -- Turn the target into a mask that you can wear to perfectly imitate them for hours/level, a 6th level spell for druids/sorcerers/wizards
- Cloudkill (fort) -- Below 6th level, death, at or above that, 1d4 constitution/round.
- Cold iron fetters (reflex) -- Reduce the target’s speed and prevent teleportation.
- Commune with plane -- Learn about the plane you’re on, if you’re travelling.
- Curse of unexpected death (fort, touch) -- Over the next minutes/level the target takes about 8d6 every other minute. While not useful in combat, the total damage is massive.
- Curse, major (will) -- As bestow curse at range.
- Debilitating pain, mass (will) -- Stun 2 or more creatures for 3 or more rounds, or they are dazed for 1 round on a save.
- Dominate person (will) -- Control the target for days/level, with no additional save unless you ask them to do something against their nature.
- Draconic suppression (fort) -- Remove a dragon’s breath weapon and reduce them one age category.
- Duplicate familiar -- For 10 minutes/level you have a duplicate of your familiar. It doesn’t matter if the duplicate dies.
- Feeblemind (will) -- Completely debilitate any int-based or cha-based caster, permanently.
- Hex glyph, major -- As hex glyph, but can store a major hex. Kind of expensive at 400 gp each.
- Hold monster (will) -- As hold person, but without the humanoid restriction.
- Hungry earth (none, CMB check) -- a cousin of black tentacles that will drag you under the earth and suffocate you. 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.
- Magic jar (will) -- For hours/level you can control various targets in rotation. The trick is keeping your inert body safe all the while.
- Major creation -- Create almost any mundane item, with a craft check for e.g. a copy of a key or a carved item.
- Overland flight -- Fly all day
- Pain strike, mass (fort, evil) -- One target/level takes 1d6/round for rounds/level. And they’re sickened.
- Pernicious pranksters — Fey spirits perform combat maneuvers against your opponents for rounds/level.
- Possession (will) — Control the target for hours/level. Be sure your body is safe while you’re away.
- Possession trap (will) — An attempt to possess you requires a save by the caster. On failure they are trapped in a gem you possess for rounds/level.
- Prying eyes — Flying eyes with a range of 1 mile for hours/level.
- Reincarnate
- Rest eternal
- Suffocation (fort)
- Summon monster V -- ankylosaurus, large elemental, salamander
- Telepathic bond
- Teleport
6th
- Animate objects
- Cloak of dreams (will)
- Cone of cold (reflex) -- if you need direct damage and/or to target reflexes
- Dispel magic, greater
- Dust form
- Find the path
- Flesh to stone (fort)
- Geas/Quest (none)
- Raise dead
- Source severance
- Suggestion, mass (will)
- Summon monster IV
- Swarm skin
- True seeing
- Unconscious agenda (will)
- Wither limb (fort)
7th
- Chain lightning (reflex) -- Sorcerers/wizards get this at 6th level.
- Create demiplane, lesser
- Control weather
- Heal
- Phase door
- Plane shift
- Power word blind (none)
- Regenerate
- Scrying, greater (will)
- Summon monster VII
- Teleport, greater
- Waves of exhaustion (none)
8th
- Charm monster, mass (will)
- Clone
- Create demiplane
- Demand (will)
- Horrid wilting (fort)
- Maze (none)
- Mind blank
- Moment of prescience
- Possession, greater (will)
- Prying eyes, greater
- Resurrection
- Share skin, greater (will)
- Summon monster VIII
- Trap the soul (will)
9th
- Create demiplane, greater
- Dominate monster (will)
- Elemental swarm
- Hold monster, mass (will)
- Mind blank, communal
- Parasitic soul (will) -- evil
- Polar midnight (fort)
- Suffocation, mass (fort)
- Summon monster IX
- Teleportation circle
Notable Spells by Saving Throw
1st level
- Fortitude: ear-piercing scream, touch of blindness
- Reflex: adhesive spittle, web bolt
- Will: charm person, shadow trap
2nd level
- Fortitude: blindness, boneshaker, euphoric cloud
- Reflex: web
- Will: hold person, sensory overload
3rd level
- Fortitude: stinking cloud, excruciating deformity, trial of fire & acid
- Reflex: lightning bolt, gloomblind bolts
- Will: bestow curse, suggestion, mind maze
4th level
- Fortitude: wall of blindness
- Reflex: black tentacles (not actually a reflex save, but fills the same role), web cloud
- Will: confusion, charm monster, fear
Touch Spells
What can you cast with prehensile hair or spectral hand that’s worth casting?
1st -- Frostbite, Touch of blindness
2nd -- Touch of idiocy
3rd -- Bestow curse, Excruciating deformity, Trial of fire & acid, Vampiric touch
4th -- Fleshworm infestation(evil)
Non-wizard/sorcerer Spells
The witch’s best spells are predominately drawn from the wizard/sorcerer list. Below are the exceptions, including spells you get earlier than they do.
1st -- Cure light wounds
2nd -- Cure moderate wounds, Vomit swarm
3rd -- Bestow curse, Mind maze, Qlippoth appearance, Remove blindness, Remove curse, Remove disease, Speak with dead, Thorny entanglement
4th -- Neutralize poison, Vermin shape II
Archetypes
The defining characteristic of a witch is the hex. Archetypes will commonly offer features in lieu of one or more hexes, so the simple calculus is: would I prefer the hex(es)?
For any archetype that trades out one or more hexes, look at how early they are. The first 3-5 hexes you get are far more important than successive ones. If your hex progression will be stunted more than you’re comfortable with, consider a human character. This gives you an additional starting feat, i.e. extra hex, to offset the loss.
Conversely, archetypes that trade out or modify your familiar aren’t typically as painful.
Alley Witch
The skills gained are inferior to the ones lost, the patron spells are subpar, and hex trader isn’t worth losing a hex. But Speak to the City could be good for a campaign set in a single city.
Ashiftah
You lose your familiar and 2 hexes (2nd, 6th). The abilities you gain in trade are worth breaking out individually, simply because you’re gaining more than the typical “one useful feature.”
- Ghostwalk (2nd) -- Vanish and take a 5’ step as a move action after you use a hex. This gets you away from the inevitable melee opponent who has closed on you. It could also be worth dipping 2 levels for a rogue or slayer. If so, consider evil eye for your 1st level hex so you can spam it, and look at the feat hex strike for even more action economy.
- Deliver Touch Spells (3rd) -- Deliver touch spells at a 20’ range as a full turn action. The witch has few genuinely good touch spells, notably touch of blindness & bestow curse, and often needs to use her move action to cackle or simply to stay safe.
- Fog of War (6th) -- Barrow haze at will as a standard action. You can see through it but others cannot, allowing you to simply center it on yourself when convenient.
Beast Bonded
Twin Soul is pretty nice, but it doesn’t come online until 10th level and I’m not convinced it’s worth 2 hexes and a major hex.
Bonded Witch
Half elves only. An extra spell/day is a reasonable trade for the utility of a familiar. The ring, wand, and perhaps staff are your best choices.
Bouda
An evil archetype. Using a fetish to cast touch of blindness or bestow curse at range is very nice. Bouda’s eye is superior to evil eye. And hours/level as a dire hyena with natural spell is a reasonable trade for a major hex.
Cartomancer
A harrow deck doesn’t have the utility of a familiar, but it can’t be killed in a fireball. The ability to deliver touch spells (touch of blindness, bestow curse) as ranged touch spells is worth a hex.
Coral Witch
Your familiar has no utility, but can still be killed. You gain access to a few interesting (shaman, waves) hexes and lose your 8th level hex for an odd skill.
Dark Sister
While Hag crony is a very nice feature, you don’t get it until 12th level and lose 3 hexes in total.
Demon Sworn
The patron spells are a net loss unless you’re evil, the damage from cruel hex is a modest bonus, and while the quasit familiar comes a level early it’s not a top tier choice. The overall utility is a mix, but for role play this could be pretty enjoyable.
Dimensional Occultist
For the vast majority of campaigns the planar travel features of this archetype are not worth the loss of 3 hexes. And planar binding without a magic circle (none of which are on the witch’s spell list) is dangerous/foolhardy. Only consider this if your DM will add these spells to the witch’s list as a house rule.
Dreamweaver
Changling only. The Dreamweaver gains interesting, and by 10th level quite powerful, abilities vs victims of its slumber hex. This is in trade for 3 hexes, and is the rare case where you come out reasonably well. Consider your campaign though. The benefits of a Dreamweaver only apply if you’re not more interested in simply killing off any victims of your slumber hex. Look through the changeling alternate racial traits. You’ll want witchborn, and should consider hag magic, mist child & object of desire.
Flood Walker
Evil. If you’re playing an evil, nautical campaign then this is mediocre. Otherwise it’s bad.
Gingerbread Witch
A colorful, but 100% NPC archetype.
Gravewalker
Create undead, control undead, and take direct control of one of your undead.
Hagbound
Give up nearly all of your hexes for claws and strength. And a bestow curse hex at 10th.
Havocker
Give up all your hexes for a moderate blast.
Hedge Witch
You get spontaneous healing in trade for 2 hexes. This can give some parties just what they need without a cleric.
Herb Witch
Trade 1 hex for cures to poison, disease, blindness, nausea, etc, and must take cauldron at 2nd level. That pushes your first hex choice out to 4th level.
Hex Channeler
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. In general hexes are better than 1d6 of channeling. Because a witch’s channeling isn’t tied to a deity you don’t have access to variant channeling.
Invoker
You trade four hexes for a variety of bonuses, notably to spell/hex DC and to overcome SR. You’ll likely want extra hex to offset the loss. Consider the shadow patron, since higher DCs are particularly useful with shadow spells.
Jinx Witch
Buff your wisdom and constitution, consider iron willl. At 10th level this is a formidable anti-caster, though subpar below 10th. Compare with the hexes gift of consumption and greater gift of consumption.
Ley Line Guardian
If you really want to be a spontaneous caster, this is the route. You do not get the bonuses of a sorcerer’s bloodline and you lose your familiar (though this means your familiar can’t be killed either). You gain a questionable ability, conduit surge, in trade for 2 hexes.
Medium
In a campaign featuring a good number of incorporeal opponents this could be worthwhile. Compare with buying a rod of ectoplasmic spell.
Mirror Witch
You lose the utility of a traditional familiar, but gain a +2 saving throw bonus per day each odd level. Add in bonuses to knowledge checks, clairvoyance & scrying and it’s a net positive. The scar hex complements scrying.
Mountain Witch
At the cost of one hex you get access to the shaman’s stone spirit hexes, a couple of which are pretty good. Note that the mountain patron gives you comparable spells without costing a hex.
Pact Witch
You get an improved familiar in trade for your 6th level hex, and a decent patron spell list. Unfortunately the familiar retains its int/wis/cha stats. You’re likely better off with the feat improved familiar.
Putrefactor
Trade six hexes for a variety of swarm abilities.
Rhetoricians
Trade away a hex for an odd anti-diplomacy skill, with subpar patron spells.
Scarred Witch Doctor
Orc or half-orc only. The int bonus and natural armor are worth the cost of 1 hex. The craft wondrous item ability for your mask partially offsets the loss of your familiar.
Sea Witch
Trade away one hex for know direction near the sea and a nautical wild empathy. The patron spells aren’t great either.
Season Witch
You do not get a patron spell list. Instead, each season narrows your choice of first hex to one of two selections and gives you a DC bonus with a specified energy. Witches mostly aren’t blasters, but a nearly free +1 is solid.
- Spring: charm & disguise, +1 lightning DC
- Summer: fortune & misfortune, +1 fire DC -- a nice complement to the Elements patron, so you know some fire spells
- Autumn: blight & slumber, +1 acid DC -- do witches have any acid spells worth casting?
- Winter: healing & ward, +1 cold DC -- would be good if you could stack it with the Winter Witch archetype & prestige class, but they both modify patron.
Seducer
You’re a charisma rather than intelligence based caster, i.e. more diplomacy, bluff & intimidation, but fewer skills. The charm hex isn’t very good until 8th level, and seducer’s kiss is generally inferior to the slumber hex. I also think the sexy witch trope is just too liable to take over this character to the detriment of overall role play.
Spellspy
A fairly interesting idea, but in most campaigns anti-divination just isn’t going to be worth the loss of a hex.
Synergist
With a pseudodragon familiar you get flight and blindsense, at 11th level the flight is unlimited. This costs 3 hexes. Compare with just taking the flight hex.
Tatterdemalion
Until 16th level when you get unravel you’re probably better off just taking prehensile hair. Even then it’s not clear this is worth 4 hexes, even with web & lipstitch as hexes.
Vellemancer
If you’re focusing on buffing your party (fortune, protective luck & ward, e.g.) then this is worth a look, but that’s not really the witch’s strength. You’ll likely want soothsayer as well.
Veneficus Witch
Lowering saving throws and poisoning opponents has a nice synergy, but for most encounters it’s just too slow. Consider learning the spell vermin shape II to create your own poison with your 4th level spell DC, if you’re intent on going this route.
Venom Siphoner
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). This costs you 3 of your first 4 hexes. It’s a nice bonus on top of some good 1st/2nd level spells, but 1d2 dex/round isn’t usually going to be an effect that swings the encounter one way or another.
White-Haired Witch
I really want this to be good, but the witch’s low BAB just cripples the archetype. You have to treat this as a full caster with a fallback plan of grappling. You get no hexes.
Winter Witch
Taken by itself (i.e. without the prestige class of the same name) this is a decent choice. You give up 1 hex, and gain +1 DC on cold spells and scaling endure elements/cold resistance. The loss of fire spells isn’t significant for a witch. The familiar & patron lists are subsets of the witch’s, but include good choices.
Witch Watcher
At the cost of 1 spell slot at each spell level you can give a single target/day a number of defensive buffs.
Wyrmwitch
You choose from among some new patron spell lists, but none are top tier. 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 wizard’s bonded object. A bonded witch is almost certainly better.
Prestige Classes
To get the most out of a witch you really need to retain progression in spellcasting and hexes. Most prestige classes do not include hexes, so failing that they have to add something at least roughly comparable. That limits our list to:
Arcane Trickster
Compared with a wizard, you gain a familiar and 2 hexes, but your spell list just doesn’t support arcane trickster as well as the wizard’s, i.e. generally you’d rather have invisibility and scorching ray than cure light wounds and bestow curse. However, the ashiftah witch at 2nd level vanishes and takes a 5’ step after using a hex, and this sets up a sneak attack. The choice of hex here will likely be evil eye because it can be used up to 5 times per target. At 10th level you can add spell hex with touch of blindness for more hex/vanish combinations.
Lastly you open up nice stealth opportunities such as, targeting a guard with evil eye vs skill checks so that you both vanish and lower their perception.
Evangelist
I think this looks good, but I’m not familiar enough with all of the features to give this a clear-eyed rating. The increase to 6+int skills/level, ¾ HD, and ¾ BAB is clearly a win. Losing 1 level of progression in witch is of course the cost. From there I’ll just link to a couple of guides for your further research.
Walter’s Guide to Deific Obediences
On Bended Knee: A Guide to Pathfinder's Obedience Feats
Stargazer
You gain hexes more slowly, and notably no major nor grand hexes, however your hexes do scale up with stargazer levels. The mystery magic and sidereal arcana you gain instead offer utility if generally not power.
Winter Witch
You must have the winter witch archetype. You lose one level of spell casting, which you can offset with the feat prestigious spellcaster. In all you get higher DC, caster level, and bonuses vs SR for cold spells, as well as some cold/ice utility, at the cost of this one feat. You cannot learn fire spells, and have a limited list of major hexes. Take the feat elemental focus for another +1 cold DC.
Sample Builds
This is just a quick sketch of some key choices for witch builds.
Sample witch builds