Unveiling the lore of the Winter Witch: A journey into the world of ice and magic

By admin

The winter witch is a mythical character that is often associated with the cold winter season. In folklore and legends, she is portrayed as a powerful and enchanting woman who holds dominion over the winter elements, particularly ice and snow. The winter witch is often depicted as a beautiful but mysterious woman with pale skin, silver hair, and piercing blue eyes. She is said to possess magical powers that allow her to control the weather and create winter landscapes with her icy touch. Some tales even suggest that she can freeze time and bring forth storms of ice and snow at will. According to legends, the winter witch is a solitary figure who resides in ice-covered mountains or isolated regions.

The wibter witch

According to legends, the winter witch is a solitary figure who resides in ice-covered mountains or isolated regions. She is believed to be a guardian of nature, ensuring the balance between winter and other seasons. It is said that she can be both gentle and cruel, bringing both beauty and destruction with her magic.

Winter Witch in Reign of Winter

So, I've decided to play winter Witch seeing as the concept sounds "cool" on paper, but I'd like some help in building it.

The problem is I'm fighting an up hill battle since most things will either be resistant to me or flat out immune.

Case in point, first games handful of fights were:

Sit and do nothing cus the zombies in that encounter were immune to cold damage (and all my mind effecting abilities) so I tried to guidance. Oh wait we have a bard. So I tried to aid another. Oh riiight -3 to melee hit.

So I did functionally nothing there.

Next fight was against some dragon worm thing, find out real quick it's immune to slumber, fair. It's a dragon type I suppose. Then I think, great time to try and pull out my prehensile hair and try to use frostbite cus it probably will shake off anything else, and hey fatigue is something, even if it is just one round.

Sadly the animal companion in the party murderlated it by round 3 (cus growing my hair is a standard action) so I had no opportunity.

Couldn't heal my party member cus the bard had healing.

Then pixies! Heck, ice pixies but you know, something I could sleep I was pretty sure! I go first and. Doesn't work.

Then the sorcerer goes and casts sleep spell and knocks two of em out. At this point in just feeling pointless. Sure, the third pixie got their revenge by color spraying him but.

Well I cast obscuring mist thinking to protect my teamates who are unconscious.

Turns out it just wastes 2 turns as I life the fog after that and we find the one pixie left just ran away with their buddies.

So ya, first time playing an adventure path, 1st level, felt pretty darn useless. And I know level 1 is gonna be rough for anyone. But I just felt so gosh darn useless and I can't help but feel it's gonna be that way

So question 1: is winter Witch even remotely viable for this module? Sure, uphill battle, but am I just playing a pointless character?

Question 2: if still somewhat viable, how would you build your winter Witch for the Reign of Winter campaign?

I should mention I'm not looking for spoilers but if you know what's gonna happen and can give vague advice like "you really gonna want this ability or spell, trust me" then that works.

You're probably better off with something else. My gf played a fire cleric and had a blast (ha). You could probably make winter witch work to a limited degree by focusing on support, but I wouldn't see you having much fun.

Winter Witch can be fantastic blaster (for a Witch) and a great controller.

The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both.

Your hex choices are alright, but not at first level.

Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle)

Prehensile Hair is. well I don't want to say terrible, but it's terrible. Get rid of it if you can.

I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be?

As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex.

Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously.

For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus.

You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your bard can take care of helping allies while you make the enemies regret they ever decided to face your group.

I've been playing a Winter Witch in this campaign without too much problem. Yes, there are lots of things which are resistant to cold damage and/or mind-affecting effects. but seldom both and those aren't the only tools in your arsenal. Some of the things you mentioned were just lucky rolls or bad timing rather than any limitation of the class. First level pure casters are also just not very powerful. you have a handful of spells and then you're all but helpless. while the fighter can keep swinging that sword all day. You become much more versatile as level increases.

I've been putting Protective Luck on our tank and maintaining it with Cackle since early days. More recently I added Soothsayer to the mix and now the entire party (except me) automatically forces all attacks against them to roll twice and take the lower result. HUGE impact.

Slumber works on the vast majority of the creatures encountered, so you can sit and do that all day OR you can mix it up with spells. Setting aside the obvious cold spells, I like; Chill Touch (good for those undead), Ear Piercing Scream, Ill Omen, Ray of Enfeeblement, Ray of Exhaustion, Lightning Bolt. However, there are LOTS of non-cold or mental options on the Witch spell list. Just focus on spells that should each work on more than half of encounters and then mix them up so that they aren't all useless for the SAME half. The biggest issue with the class is really that you CAN'T use fire spells. so always having some vials of alchemist fire or the like isn't a bad idea.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.

Also, I'd strongly recommend taking the Winter Witch prestige class starting at level 6. That eventually gives you the ability to bypass some cold resistance and abilities for controlling ice and snow that are very useful when everyplace you go is covered in ice and snow.

My character is specifically a jadwiga Winter Witch and thus there are also a lot of RP implications for some parts of the campaign. peasants are afraid of him, guards recognize him as someone potentially important or connected, etc. Similarly, it shouldn't be much of a surprise that you'll be running in to some witches in this campaign. intimidation or compulsion spells for the familiars of dead enemies means lots of spells. Also, the Blood Transcription spell is your friend.

Overall, I'd say the specific limitations of being a Winter Witch in this campaign are evenly balanced by the specific benefits.

Lady Asharah wrote:

Winter Witch can be fantastic blaster (for a Witch) and a great controller.

The issues you will encounter are monster immune to mind affecting effects, and creatures resistant or immune to cold damage. Seems you've gotten the short end of a stick and ended up facing both.

Your hex choices are alright, but not at first level.

Slumber is save or suck, but you are at a point where the suck hurts you more than anything, so I would save it for a later level once you have the minimum required hexes (Evil Eye, Misfortune, Fortune, Cackle)

Prehensile Hair is. well I don't want to say terrible, but it's terrible. Get rid of it if you can.

I can't specifically speak about the reign of winter campaign, but it sounds like something a Winter Witch would fit right at home in (remember aside from doing plenty of cold damage, you also gain ever growing resistances to cold so it goes both ways). It definitely sounds like it will be an uphill battle at lower levels. How long is the module supposed to be?

As for the Winter Witch. I'd take Evil Eye as first hex. You will have people saying Misfortune is better, and it is, but the difference is that even if Evil Eye is resisted, it still takes effect for a full round and can be recast on the same target unlike many hexes. Then I would go for Fortune and Cackle for third Hex.

Between those three you can keep your enemies struggling, your allies knocking it out of the park with fortune as you merely stand behind them cackling ominously.

For your spells, Ear Piercing Scream is a good choice as it is sonic damage, something very few things have resistance to, plus it dazes so that's a nice bonus. Shadow Trap is a really good 1st level battlefield control spell, keeping those nasty high damage low will enemies away until you can deal with them safely. Any other spells are a bonus.

You will not be the primary damage dealer, not even the secondary one. Your role is to debilitate foes and boost allies, More in the former group than the latter one too so your.

Thanks for these Suggestions! Ya, Prehensile Hair is just not worth it for what I'm doing. You really have to build around it and even then, having to pull it out as a standard action really hurts.

CBDunkerson wrote:

I've been playing a Winter Witch in this campaign without too much problem. Yes, there are lots of things which are resistant to cold damage and/or mind-affecting effects. but seldom both and those aren't the only tools in your arsenal. Some of the things you mentioned were just lucky rolls or bad timing rather than any limitation of the class. First level pure casters are also just not very powerful. you have a handful of spells and then you're all but helpless. while the fighter can keep swinging that sword all day. You become much more versatile as level increases.

I've been putting Protective Luck on our tank and maintaining it with Cackle since early days. More recently I added Soothsayer to the mix and now the entire party (except me) automatically forces all attacks against them to roll twice and take the lower result. HUGE impact.

Slumber works on the vast majority of the creatures encountered, so you can sit and do that all day OR you can mix it up with spells. Setting aside the obvious cold spells, I like; Chill Touch (good for those undead), Ear Piercing Scream, Ill Omen, Ray of Enfeeblement, Ray of Exhaustion, Lightning Bolt. However, there are LOTS of non-cold or mental options on the Witch spell list. Just focus on spells that should each work on more than half of encounters and then mix them up so that they aren't all useless for the SAME half. The biggest issue with the class is really that you CAN'T use fire spells. so always having some vials of alchemist fire or the like isn't a bad idea.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.

Also, I'd strongly recommend taking the Winter Witch.

Huh, never knew of Protective hex! Or the synergy with Soothsayer hex.

I'm debating though. should I take fortune over protective first?
(I'm also debating nerfing my pool of hex options to take two feats, Favored Prestige Class and Prestigious Spell Caster, this gives me my lost spell progression level.

Some of those spells will be for later but Ray of Sickening seems to be pretty darn good. Ray of enfeeblement is a nice one too, but it's way too variable. On average right now it'll do 4 STR damage or -2 to attack, which sickened I believe does the same thing already. True, I can stack it, but at level 1 I ain't gonna be having the extra slots to keep spamming that spell.

Ill omen. I debating taking Magic Lineage so I might get the quickened version of it by level 7 or 8. Think that's a good idea or is there another trait (or spell for ML) that you would suggest?

Right now my traits are sitting at Wary (perception class skill and +1 to that and sense motive) and either reactionary or ML. I was also thinking ML-> snowball or some other ice spell to get free rime around level 3 (or just get a rod).

Valet? Oh! There are familiar arechetypes! Didn't even realize.

After doing some research through the options I'm not sure any of them are good options @^@ Valet, Decoy, Protector, and Sage seem like okay choices. But I'm not sure. If I choose any I'm leaning more towards Decay or sage.

Valet. I'm not sure how that works with Spirit Share Spell. it's weird cus it's a personal spell, not a touch target spell. so I don't think the rabbit can deliver it for you? But, it becomes a touch attack target (cus it's a standard to activate it, then a standard to touch someone to give them the potion) so. does that mean because it has a touch action even though it's not a touch attack spell you can give it to the familiar? And then does it take it from the familiar's pouch or yours cus you're the one who cast it, not the famliar? It's a weird interaction that's for sure.

That does seem like a neat idea, even if just to swing by and give a potion when needed. It still takes a standard action on my part, but it saves my move so I can cackle and allows the potion to be activated right away that turn cus the rabbit is using its standard to deliver it. If it works that way.

(oh, and I too have a Arctic Hare! Chose it cus rabbit before I realized it's +4 init buff)

Oh and ya, I heavily plan to take the Prestige for winter witch.

I wanna be a winter witch winter witch with winter patron in a winter game.

I've got a Valet Arctic Hare familiar, so I've also had fun with him doing 'hop by touch effects' and using the Spirit Share spell to deliver healing and other potions from a little backpack he wears. That helps with action economy since he gets his own set of actions. Non Valet familiars might not be as good for this as they can't move both before and after delivering the touch effect and thus might wind up in the line of fire.
The wibter witch

In some stories, the winter witch is also portrayed as a temptress who ensnares unsuspecting travelers with her beauty and lures them into her frozen realm. These tales serve as warnings to those who dare to venture too far into the winter wilderness. Despite her sometimes ominous reputation, the winter witch is also seen as a symbol of renewal and transformation. In some cultures, she is associated with the Winter Solstice, the longest night of the year, and is seen as a bringer of light and hope during the darkest time. Overall, the winter witch is an intriguing and enchanting figure in mythology. Whether she is feared or admired, she continues to captivate the imaginations of those who encounter her in tales and legends..

Reviews for "The enchanting allure of the Winter Witch: Exploring her frosty charms"

1. Sarah - 2 stars - I was really disappointed with "The Winter Witch". The story started off promising, with a young woman who had special abilities and a forbidden love. However, as the plot progressed, it became predictable and lacked depth. The characters felt one-dimensional and I found it hard to relate to them. Additionally, the dialogue was often cheesy and cliché. Overall, "The Winter Witch" fell short of my expectations and I wouldn't recommend it to others.
2. Mark - 1 star - I can honestly say that "The Winter Witch" is one of the worst books I have ever read. The story was slow-paced and didn't grab my attention from the start. The writing style was dry and lacked description, making it difficult to picture the scenes in my mind. The main character was uninteresting and made unrealistic decisions throughout the book. I tried to give it a chance, but I couldn't bring myself to finish it. Save yourself the time and skip this one.
3. Emily - 2 stars - "The Winter Witch" had potential, but it failed to deliver. The premise was intriguing, with a young woman discovering her magical abilities. However, the execution fell flat. The writing felt disjointed and lacked cohesiveness, making it difficult to follow the plot. The romance aspect of the story was forced and lacked chemistry. Additionally, the ending felt rushed and unresolved, leaving me with more questions than answers. Overall, "The Winter Witch" left me feeling unsatisfied and uninterested in reading more from this author.

Casting a frosty enchantment: Exploring the spellbinding world of the Winter Witch

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