Building the ultimate army in Heroes Magic Wae: Strategies for success

By admin

Heroes and Magic Warfare In the world of heroes and magic, warfare takes on a whole new dimension. This fantastical realm is filled with brave warriors, powerful sorcerers, and mythical creatures. War is not fought with guns and bombs, but with ancient spells and lethal weapons forged by skilled craftsmen. Heroes in this world possess superhuman abilities and extraordinary skills honed through years of training and experience. They are the epitome of bravery and are willing to sacrifice themselves for the greater good. Whether it is a valiant knight in shining armor or a stealthy rogue lurking in the shadows, heroes are the embodiment of hope and fight for what is right.


Stay Witchy Pathfinder!

Winter gives access to Primal like the Mosquito Witch, but its Hex Cantrip, Clinging Ice, and the Granted Spell, Gust of Wind, are much more in your face and direct damage related. My skim through the spell list 0 and 1st to build my L1 witch focused on spells that don t require a Will save, simply because anything weak to will saves can likely be affected by hexes anyway.

Pathfinder 2e wutch spells

Whether it is a valiant knight in shining armor or a stealthy rogue lurking in the shadows, heroes are the embodiment of hope and fight for what is right. Magic is a fundamental force in this world. Sorcerers harness this energy and wield it to manipulate reality itself.

Witch spell question

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

N'raac

First Post

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

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

Basically, the special ritual requires you to have, and destroy, a scroll of the desired spell, then make a spellcraft check similar to the check a wizard uses to learn a spell.

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

Witch familiars are detailed more at Witch's Familiar - Pathfinder_OGC. Note that, if the familiar dies or is otherwise lost,

it can be replaced 1 day later through a special ritual that costs 500 gp per witch level. The ritual takes 8 hours to complete. A new familiar begins knowing all of the 0-level spells plus two spells of every level the witch is able to cast. These are in addition to any bonus spells known by the familiar based on the witch’s level and her patron (see patron spells).

. Losing your familiar is pretty serious business for a witch. Last edited: Feb 13, 2012

gamerprinter

Mapper/Publisher

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

The witch gains some bonus healing spells, but still their primary list of spells is pretty limited. Consider Fireball is not on the Witch's spell list, among many others.

N'raac

First Post

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

The witch gains some bonus healing spells, but still their primary list of spells is pretty limited. Consider Fireball is not on the Witch's spell list, among many others.


They definitely have a different flavour. I'm not sure my L1 Witch has any spells which can inflict direct damage - definitely a support combatant rather than the guy who will take the opponents down.

DogBackward

First Post

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

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

I love the witch.

N'raac

First Post
They've got a few direct-damage spells, like Burning Hands at level one.

There's a sonic one that does some damage at L1 in one of the books as well. I know I didn't take BH; not sure as I think about the sonic one. As I said, I don't think my witch has any direct damage spells. Others could go for a different build.

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


This is definitely their forte. But, as I said, it makes them a support character - you can debuff all you like, but someone has to finish the enemy off. That's the feel I'm going for with this particular character, so we'll see how it plays out in practice. Worst case, I can always learn a damaging spell at L2 or later levels. As for hexes, I'm starting with Evil Eye and Cackle, but same basic logic applies. Extra Hex seems likely to be chosen more than once over time. but then, I've never found a lot of standard Arcane feats appealed.

DogBackward

First Post

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

StreamOfTheSky

Adventurer

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


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

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


It's much more efficient to use ready or delay to Slumber an enemy just before an ally within melee reach (or within a 5 ft step of melee reach) has his turn, though.

DogBackward

First Post

It's much more efficient to use ready or delay to Slumber an enemy just before an ally within melee reach (or within a 5 ft step of melee reach) has his turn, though.

I meant as an option to deal damage yourself. Most of the time, you should be concentrating on making it easier for your allies to kill things, yeah. But people were talking about a lack of damage-dealing potential for the Witch in general. And this is at least one way to possibly kill something yourself, if need be.

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

N'raac

First Post

Witch definitely is more support/debuff, and their spell list is annoyingly focused on mind-affecting will saves and divinations, expecially at low levels.

My skim through the spell list (0 and 1st) to build my L1 witch focused on spells that don't require a Will save, simply because anything weak to will saves can likely be affected by hexes anyway.

Patron choice can help. You could take Elements and get some blast spells, unfortunately mostly fire.

But why? The Witch is a stellar debuffer and supporter. If the desire is to play a blaster, Sorcerers and Wizards are better at it. My point is more to be aware that this is the role you're setting yourself up for so, if that's not the role you wish to play, maybe choose a different class. If it is your desired role, then you've come to the right place!

There's a nice synergy between "I can buff the warrior if he stays close by" and "I'd sure like a warrior nearby since I have low hit points and no armor" as well. Now, our group has a Dwarven Gunfighter/Gun Tank/Pistolero, so what better fellow to stand back from the main melee with me?

The obvious direct damage choice is the Inflict spells - not sure how I missed that. Of course, these come with both touch range and will saves, both major drawbacks.

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

Pretty sure I've looked at that, and some other handbooks (Witch and Wizard). They focus on optimization, sure, but it's nice to see other peoples' takes on the options. I don't think most of us want a fully optimized cardboard cut-out character (or are going to argue "I Cackle every waking moment so Fortune stays up forever"), but few of us want to play the comic relief sidekick who spends most combats cowering, running or unconscious either, so there is a balance to be struck.

I'm definitely looking at Slumber, Fortune, Flight and Misfortune as we go forward (and I definitely agree that the lower level hexes are full of great choices, which thin out rapidly with the more powerful hexes - of course, some nice feats are only available at higher levels, so Extra Hex early and Split Hex later works).

EDIT: And you talked me into changing my patron (though it was a bit of a near thing - one spell read made the difference).

Like the above, this one gives access to the Occult tradition. Nudge Fate isn’t the greatest of spells in your arsenal, especially with the Occult tradition available to you, but it’s really good outside of combat when a Skill roll is on the line.
Heroes magic wae

They can hurl bolts of lightning, summon creatures from other dimensions, and create powerful protective barriers. Magic can also be used to heal wounds and cure ailments, making it an essential aspect of warfare. In the heat of battle, the clash of weapons is accompanied by explosive bursts of magic. Spells are cast, creating dazzling displays of light and intense bursts of energy. Fireballs streak through the air, leaving trails of smoke and destruction in their wake. Ice shards rain down, freezing foes in their tracks. It is a spectacle of power and chaos. But magic is not without its limitations. It requires immense concentration and willpower to tap into its full potential. Spells and incantations must be carefully performed, and the wrong move or word can have disastrous consequences. Mana, the life force that fuels magic, must also be replenished, requiring sorcerers to carefully manage their energy reserves during battle. The battleground itself reflects the epicness of the conflict. Ethereal landscapes, floating islands, and ancient ruins serve as arenas for these battles. The very environment can be manipulated by magic, with mountains being split asunder or entire forests being transformed into deadly traps. In this world of heroes and magic warfare, the line between good and evil is blurred. Heroes are not infallible, and their morality is tested as they navigate through the complexities of war. Villains are not always inherently evil, some driven by misguided principles or past traumas. This dynamic adds depth and complexity to the conflicts. Ultimately, heroes and magic warfare embody the triumph of light over darkness, righteousness over injustice. It is a world where bravery and magic combine to create legends. The battles fought are not just physical, but also tests of character, resolve, and inner strength. In the end, heroes rise above and become the stuff of legends, inspiring generations to come..

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