Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Out of the existing ones my favourites are probably Insanity and Winter. But I still have no idea why the heck Owlcat gave Winter spells to protect against FIRE. Seriously, those spells should have been protection against cold. And nothing else but cold.
Regardless, care to explain what exactly you like about Witch Spellbook? Also, it'd seem(from a cursory glance at CoTW mod for Kingmaker) that it is unfinished.
Patrons? Beautiful idea, but the spell selection is often ... not ideal tbh. Like, I get what they were going for, but it mostly seems meh.
And most importantly, most of the spells feel like they *thematically* and *aesthetically* fit their concept if that makes sense. It's very Witchy.
Are there a few things I wish were natively in there? Absolutely. Things like Fireball, or Weird, or Destruction, would be fantastic, and thankfully the Patrons mostly cover that.
I've found that the Leyline Guardian Witch feels the most powerful of the bunch, it being a Spontenaous Caster with a ability (Conduit Surge) that allows you to up your caster level for free at level one. Making your Level 1 Snowball possibly do 4d6 damage.
You're not wrong, but I do still appreciate. . .at least some of what we have. Iceplant is useful (plus it has a ring to double it's AC bonus), Evil Eye is a classic and seems to scale with your Witch levels, Slumber is useful if you hit something that actually *can* be put to sleep, and some of the other hexes seem generally useful like Fortune, Misfortune, and Protective Hex.
That said I did find most of the Major and Grand Hexes to be rather underwhelming. And I'm not sure what they have on the tabletop that would be better compared to Evil Eye in general.
Tabletop Tweaks added that. Just another reason in a long list of reasons to recommend the mod, lol. (And just as an fyi you don't have to use any Tabletop Tweaks tweak or change that you don't want to, you can turn any/all on or off, so you're not stuck with unwanted changes.)
Anyway, I like Elements the best, partly because Fireball is uniquely abuse-able since it has a travel time. But obviously Agility is great if you don't otherwise have someone to Haste the group.
Yeah, DarkDex is very nice, especially for Witches, Shamans and Kineticists.
I hear you. It's just sad reality that Owlcatfinder kinda(or directly) punishes that with its stupid, needless stat bloat. And, yes, LLG is a fantastic class, one of the best casters, probably my favorite(LLG -> WW with Elements + Winter ... omg!).