Adept’s Hex
PWT1-1
Adept’s Hex (PWT1-1)
Hex are considered spells of a cantrip level. A hex uses the V and F component. A hex cause 1 action to cast.
Hex are considered to be using part of your core spell list, be it occult or primal and its DC and spell casting modifier is always 2 less than your spell DC. If a hex has no stated range, assume 30ft
Hex's can be cast unlimited amount of times. When you gain this feature gain 2 Hexs. For every 2 Prestige Levels Afterwards, you learn 2 more of your choice.
Amelioring
You touch a willing creature to ignore the effects of sickened, poison, dazzled or exhausted condition for 1 turn. Alternatively, give the creature a +4 bonus for 1 turn for saving throws that cause that effect.
Purify
The witch’s aura purifies the air around her. Diseases, inhaled poisons, and noxious gaseous effects (such as stinking cloud) are negated in a 10-foot aura around the witch for a number of minutes equal to her level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. Effects caused by spells whose level is more than half the witch’s class level are unaffected.
Induce Rust
Reduce the target’s non magical armor for 1 turn by a value equal to the number of prestiege class levels you have.
Discen Secrets
Gain a +1 bonus to memory, insight and the seek action.
Exhaust
Apply the first tier of exhaustion on the target for one turn
Clinging Ice
Freezing
sleet and heavy snowfall collect on the target's feet and legs, dealing
1d4 cold damage and other effects depending on its Reflex save.
Critical Success The target is unaffected.
Success The target takes half damage.
Failure The target takes full damage and 10ft penalty for 1 turn.
Critical Failure The target takes double damage and a 15ft penalty to speed for 2 turns.
Rebuking Vengence
Select a target. For the next turn, any creature who targets the creature with a hostile action take 1D4 psyhic damage.
Evil Eye
Select a target, for one turn the creature gains the following based on a will save
CF: Become sick and weakened(body) 2 for 2 turns
F Become sick and weakened(body) 1 for 1 turns
S Weakened(body) 1 for 1 turns
CS No effect
Pact Broker
You offer
to broker a pact of peace. If the target accepts and doesn’t take
hostile actions against you and your allies during the hex’s duration,
you take a –1 penalty to deception checks to them. If they refuse and take a hostile action against you or an
ally during the hex’s duration, they must first attempt a Will save. If
they accepted the offer and then take a hostile action against you or an
ally during the hex’s duration, they must first attempt a Will save and
treat the result as one category worse. Regardless of the outcome, the
target is then temporarily immune for 1 minute.
Success The target is unaffected.
Failure The target takes 2d4 psyhic damage and a –1 status penalty to attack and damage rolls against you and your allies for the hex’s duration.
Critical Failure As failure, but the penalty is –2.
Scrounger Glee
With a cruel laugh and a flash of your canines, you make a target understand that death is coming to claim it and that its demise will serve to strengthen another. Force a target to make a basic will save, On a failure, it gains a -3 to will saves against frightened effects for 2 turns. If an ally critically hits the target or frightens it, that ally gains 3D4 hitpoints
Infestation of Dreams
Force a target to make a will save. For one turn based on the roll
Critical Success The target is unaffected.
Success
The target takes a –1 status penalty to Perception, attack rolls, and
Will saves. This penalty increases to –2 for Will saves against sleep effects.
Failure As success, and any time the target attempts to concentrate or sustain a spell. it must succeed at a DC 5 flat check or the action is disrupted.
- Kind
- Class Trait
- Scope
- Class Feature
- Usage
- Passive
- Spell Learning Mode
- Scholar / Spellbook
- Known Spell Swaps / Level
- 1