With a quick incantation, a witch can place this hex on one creature within 60 feet, causing them to suffer intense pain.
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 witch can become any animal of a size from Tiny to Large whose skin she wears.
The witch can project her senses into an animal within 100 feet, sensing whatever it senses.
The witch can use her magic to grant her allies ferocious animal abilities.
The witch can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead.
The witch can feed on the fear of her victim.
The witch can combine her magic with her poisons to weaken her enemies’ minds.
The witches of Iblydos are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses.
A witch with this hex can create a magic sensor that she can see through.
The witch can curse a target creature by touching it with a card randomly drawn from a harrow deck she owns.
The witch can conceal or disguise her home and the area around it as if using mirage arcana.
The target is rimed with a shell of frost needles that slowly work their way into its flesh (Fortitude negates).
A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half).
The target's wounds become infected (Fortitude negates).
The witch can touch a creature to suppress or protect it from more debilitating negative conditions.
By calling upon eerie powers, the witch's touch can mend even the most terrible wounds of those she touches.
Calling upon fell powers, a witch can place a hex on a creature within 60 feet that causes its sleep to be tormented by terrible nightmares.
The witch can cause a creature within 60 feet to be shunned by its allies for a number of rounds equal to the witch’s Intelligence modifier.
The witch can call on her prophetic ancestors and cast divination once per day.
The witch can cause the debilitating wounds of a creature she touches to quickly close, helping it heal rapidly.
The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares.
A witch can place a retribution hex on a creature within 60 feet, causing terrible wounds to open across the target's flesh whenever it deals damage to another...
The witch can contact a creature as if using dream.
(Tiefling Only) The witch can steal the voice of one creature within 30 feet, causing it to lose, for a number of rounds equal to the witch’s Intelligence bonus, all abilities that rely on speech, ...