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MAJOR HEXES

Agony (Su): With a quick incantation, a witch can affect one creature within 60 feet with this talent, causing them to suffer intense pain. The target is nauseated for a number of rounds equal to the witch’s level. A Fortitude save negates this effect. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.
Cook People (Su) (requires the cauldron hex): The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead. Using this hex creates one meal or serving of food of the witch’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: age resistance, bear’s endurance, bull’s strength, cat’s grace, eagle’s splendor, fox’s cunning, neutralize poison (instantaneous), owl’s wisdom, remove disease (instantaneous). Alternatively, the witch can shape the dough into a Small, human-like creature, animating it as a homunculus for 1 hour. Using this hex or knowingly eating its food is an evil act.
Delicious Fright (Su): The witch can feed on the fear of her victim. The target of this hex becomes shaken for a number of rounds equal to 3 + the witch’s Intelligence modifier. As long as the witch remains within 30 feet of her target, she gains a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect.

Dust and Ashes (Su): The witch curses a target within 60 feet to find any food or drink turning to dust and ashes in their mouth. They are unable to gain any benefits from food or drink for 1 day per witch level, and eventually must make Constitution checks for starvation and thirst. While this hex is active, the cursed victim gains no benefits from consumable spells or items. A Will save negates this effect. This effect can be removed with a remove curse or similar magic, using the using the save DC as the DC to remove the curse. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Flying Object (Su): The witch enchants an inanimate object with the power of flight as if affected by an overland flight spell (+4 on Fly skill) for a number of hours per day equal to her witch level. These hours do not need to be consecutive, but they must be spent in 1-hour increments. The object is often a broomstick, cauldron, carpet, bed, or other object large enough to carry multiple creatures. The object can carry the witch plus 20 pounds per witch level at a speed of 40 feet, or up to 40 pounds per witch level at a speed of 30 feet. In addition, the object can travel alone to any destination named by the witch as long as she has a good idea of the location and layout of that destination. It flies to its owner from as far away as 30 yards per witch level on command. The object has a speed of 40 feet when it has no rider.

Hag’s Eye (Su): A witch with this hex can create a magic sensor that she can see through. This functions as per the spell arcane eye. If the witch has the coven hex, all other witches within 10 feet who also have the coven hex can see through this sensor as well, although the witch that created it still controls it. The witch can use this eye for a number of minutes per day equal to her level. These minutes do not need to be consecutive, but they must be spent in 1-minute increments.
Hidden Home (Sp): The witch can conceal or disguise her home and the area around it as if using mirage arcana. Before using this hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use this hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a witch can only have one “home” at a time.

Unnatural Aura (Su) (requires the unnerve beasts hex): The witch curses a creature within 60 feet to be reviled and hated by animals. A Will save negates this effect. Most non-hostile animals do not willingly approach the creature unless the animal’s master makes a DC 25 Handle Animal, Ride, or wild empathy check. Hostile animals can approach within 30 feet with no check necessary, and always attack the cursed creature unless the animal’s master succeeds at the DC 25 check. This effect is permanent, but can be removed with a remove curse or similar magic, using the using the save DC as the DC to remove the curse. Whether or not the save is successful, a creature cannot be the hex of this talent again for 1 day. The reaction of the animals is a mind-affecting charm effect, but the effect on the target is not.

Waxen Image (Su): The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet. Once the image is complete, the subject must make a Will save. If the subject fails, the witch gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the witch’s turn and does not impede the creature’s actions on its turn. The witch can use the waxen image a number of times equal to her Intelligence modifier before it melts. As a standard action, the witch can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. This is an enchantment (compulsion) effect.

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