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Shaman SpiritHexEffectKey AbilityRequires Fore-WarningComments
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AncestorsAncestral BlessingsGrant +1 to hit or damage within 30'
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Ghost BladeGrant Ghost touch for rounds/Cha bonusCharismaYes
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IntercessorSpeak with dead, only 1 question
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Might of the FallenCure 1 ability damage, 1d4 past 7th level
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Wisdom of the AgesUse Wis bonus instead of Int for Int-based skillsWisdom
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BattleBattle MasterGood combat feats, but you're terrible at combatMaybe for a gestalt build
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Battle WardDeflection bonus of +3, increasing to +4, and +5Overlaps with Ring of Protection
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Curse of SufferingBleed +1 and 1/2 heal for rounds/levelOnly when your oppenents really depend on healing...
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Eyes of BattlePerception +10 vs invisible for 1 round. Once/level.Yes
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Hampering HexAC, CMD -2 for rounds/level, increasing to -4
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BonesBone LockStaggered for 1 round, increasing to rounds/levelFort save to negate, not limited to 1/day per target
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Bone WardDeflection bonus of +2, increasing to +3, and +4Strictly inferior to Battle Ward
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Deathly BeingSwap pos/neg energy, at 8th +4 vs death effectsYes
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Fearful GazeShaken, then Frightened, then Panicked for 1 roundIt's only 1 round
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Grave SightIdentify Dying condition and UndeadYes
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Dark TapestryAlien SummonsOne summoned creature/spell gets the Advanced Template and is immune to critical hitsOne creature per spell cast. A substantial boost.
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Brain Drain1d6/2 levels damage, use target's knowledge skillWisdomYou're almost certainly better at knowledge skills
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Cloak of DarknessArmor bonus +4, increasing to +6, +8, +10, and +12A significant upgrade to Mage Armor
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Maddening WhispersConfused for 1, then 2, then 3 roundsWill save. Consider this at 8th or better 16th level
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Pierce the VeilDarkvision, inceasing to ignoring Deeper DarknessYesAn hour of darkvision when needed.
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FlameCinder DanceSpeed +10, additional movement feats
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Fire NimbusFaerie fire on a single target for rounds/level, Saves -2 vs fireYesLooks like you don't even need to aim, just know the target is within 30'
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Flame CurseVulnerable to fire for 1, then 2, then 3 roundsNo save, a shame the witch spell list doesn't include much fire damage
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Gaze of FlamesSee through flames, smoke. At 7th gain clarivoyance via fire within 10'/levelA niche value below 7th level
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Ward of FlamesRetribution damage of 1d6+1 per 2 levels
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FrostBiting Frost1d6 for rounds/Cha bonusFort save
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HypothermiaFatigued for 2, then 3, then 4 foundsFort save
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SluggishSpeed halvedFort save
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Tundra DwellerCold resist 10 for rounds/Cha bonusCharisma
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Wilds-AttunedAnimal Affinity and Know Nature +4 (cold only)It could come up. I suppose.
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HeavensEnveloping VoidFor target the light is 2 levels lower, rounds/levelNormal light --> Darkness
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Guiding StarFree metamagic outdoors, at night, 1/nightSomewhat situational, but quite nice
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Heavens LeapTeleport 30', 1/day per targetHex Vulnerability allows 2/day per target, Split Hex applies too
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Lure of the HeavensThe Flight hex after 10th levelIf you run out of flight hex minutes
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Starburn1d6 per 2 levels, 1/Cha bonus daily, delay 1d4 rounds between usesCharisma
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LifeCurse of SufferingSee Battle Spirit, above
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Deny SuccorBlock healing and consition removal for rounds per 2 levelsYes
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Enhanced CuresModest boost to Cure spells
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Life LinkWitch takes 5 damage to cure 5 hp as a free actionCan your familiar use a Cure Light Wounds wand on you every round?
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Life SightIdentify many conditions, adds blindsight for living creatures after 12th levelOnly after 12th level
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LoreArcane EnlightenmentLearn wizard spell/Cha bonus (min 1)CharismaConsider leaving a spell slot (or two) open
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Benefit of WisdomSame as Ancestors, Wisdom of Ages
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Brain DrainSame as Dark Tapestry, above
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Confusion CurseConfused for rounds/Cha bonusCharismaNot specified as mind-affecting.
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Share KnowledgeTarget gains your language and knowledge skillsWhen does this come up? Amazing when it does, I guess.
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MammothBeast of BurdenCreate a medium load, or increase medium to heavyHeavy load is significant, no AC bonus and 5' movement
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Mammoth HideVariant of BarkskinOverlaps with Amulet of Natural Armor
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Phantom StampedeCMD -4, Concentration -4
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Primal SpeakerSpeak with Animal, megafauna onlyAt 10th level you gain Charm Animal
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Thunder FootYou can overrun using your witch level for CMB/CMDAt 11th level you have Greater Overrun to knock prone
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NatureEntangling CurseSingle target entangle for rounds/Cha bonusCharisma
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Erosion Curse1d6 per 2 levels to objects or constructsIgnores hardness, still too little damage
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Friend to AnimalsSpontaneously cast Summon Nature's Ally, grant summoned creatures a save bonus of Cha bonusCharisma
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Speak with AnimalsChoose an animal type and talk with them
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StormwalkerNo penalty for weather, ice, etc. Increased vision.
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SlumsAccidentTrip with your caster level instead of CMB
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Bad PennyCurse a coin with -2 saves/skills, increasing to -4Buy something or leave the coin to be picked up? It's certainly situational.
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City SpiritYour dex/wis skills get +4 for 3+Cha bonus roundsCharismaPerception is a wis skill, apply this before searching a key area.
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Ward of the CityPoison/disease saves +5 (increasing to +7, +9), 25% vs crits (increasing to 35%, 45%)Yes
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StoneCrystal SightSee through 1'/level of stone (1"/level of metal)By 2nd level you can see though any stone wall that isn't a fortification, many of them at 1st level
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LodestoneSame as Mammoth/Beast of Burden, above
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Metal CurseAC -2 (increasing to -4, -6) vs metal attacks for 1 round (increasing to 2, 3)No save. At 8th level (-4 AC for 2 rounds) this is decent, pretty good at 16th (-6 AC for 3 rounds).
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Stone StabilityCMD bonus and trip feats
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Ward of StoneDR 5 vs 1 melee attack (increasing to 2, 3)Too little DR
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TribeCurse of FalteringForce crits to be re-rolled with a penalty of Cha bonusCharismaA 1 hour buff with great action economy. A good default use of Spirit Talker.
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Curse of IsolationPrevent flanking and aid-anotherThis isn't bad, but Curse of Faltering is so much better that I don't know when you would choose this.
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Steadfast ExampleTarget can use your will save once. Only ward one target at a time.
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Threatening CoordinationSquares around allies are difficult terrain for target.No 5' step. Flank an opponent and they'll have trouble escaping.
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Touch of SuccorRemove many (most?) negative conditions.Yes
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WavesBeckoning ChillCold damage entangles the target for 1 round
No save. Synergy with: Winter's Grasp (2nd), Frostfall (2nd), Frosty Aura (4th), Polar Midnight (9th!) for ongoing cold damage, or Elemental Spell.
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Crashing WavesIncrease the CL of water spells and add trip (fort save)Are there any (good) witch spells to use this with?
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Fluid MagicThis doesn't apply to a witch
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Mist's ShroudGrant concealment and blur for 1 (increasing to 2, 3) minute, but only until one attack is prevented.
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Water SightSee through fog/mist. Gain scrying at 7th, Greater Scrying at 15th, for rounds/level.
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WindAir BarrierUpgraded Mage Armor with missile protection
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Sparkling AuraRemove invisibility/concealment, increase melee damage by Cha bonus for rounds per 2 levelsCharismaYesNo save, so a nice tool vs invisible opponents.
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VortexCritical hits with spells stagger the targetTypically a witch doesn't use a lot of attack spells
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Wind SightClairvoyance for rounds/level at 7th level
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Wind WardWard an ally for 20% missile miss (50% at 16th level) for rounds/level (minutes/level at 8th)At 8th level you have time to ward the entire party prior to an encounter you expect to heavily feature archery.
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WoodHex of LignificationStaggered for 2 rounds, gains hardness 5, fort save
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Nature's GiftGoodberry for Cha bonus hp/dayCharisma
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Spines and BramblesCreate difficult terrain an concealment in squares/Cha bonus. You move freely.CharismaModest battlefield control or concealment.
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Verdant PathWoodland stride, at 8th airwalk within 10' of a treeUnlimited flight in a forest, at 8th level
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Whispering LeavesWhispering Wind, at 8th you can listen for a reply.
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