The witch transforms a creature within 30 feet into an aberration.
All Hexes
A class talent — granted by Witch: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes.
Also available to Shaman, Mammoth Spirit, Ancestors Spirit, Bones Spirit, Flame Spirit, Frost Spirit, Heavens Spirit, Life Spirit, Lore Spirit, Nature Spirit, Slums Spirit, Stone Spirit, Tribe Spirit, Waves Spirit, Dark Tapestry Spirit, Battle Spirit, Sylvan Trickster, Wind Spirit, Restoration Spirit Specialization, Wood Spirit
The shaman causes a target within 30 feet to stumble and fall.
With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain.
The shaman creates an invisible shell of air that grants her a +4 armor bonus to AC.
Whenever the shaman calls or summons one or more creatures, one creature of her choice arrives with the advanced creature simple template.
The witch can touch a creature to suppress or protect it from negative conditions.
The shaman can grant the blessings of her ancestors to any ally within 30 feet.
The witch can use this hex to turn a humanoid enemy into an animal and rob it of its free will.
The witch can become any animal of a size from Tiny to Large whose skin she wears.
The shaman's native intelligence grants her the ability to tap into arcane lore.
The witch’s aura purifies the air around her.
As a standard action, the shaman can curse a coin.
The shaman makes an extra attack of opportunity each round.
The shaman touches a willing creature (including herself ) and grants a battle ward.
The witch can project her senses into an animal within 100 feet, sensing whatever it senses.
The witch imbues her familiar with strange magic, putting a minor curse upon the next enemy to see it.
The witch can use her magic to grant her allies ferocious animal abilities.
The shaman causes one creature within 30 feet to become more susceptible to the sapping powers of cold for 1 minute.
The shaman relies on wisdom rather than intellect to gain and retain knowledge.
The shaman turns the air frigid around a target within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1).
The witch can curse an animal, plant creature, or plot of land, causing it to wither and die.
With a quick incantation, the shaman causes a creature within 30 feet to suffer stiffness in the joints and bones, causing the target to be staggered 1 round.
A shaman touches a willing creature (including herself ) and grants a bone ward.
As a standard action, the shaman can violently probe the mind of a single intelligent creature within 60 feet.