This powerful hex seizes a creature's heart, causing death within just a few moments.
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
A witch with this grand hex can pluck a dead creature’s soul from the River of Souls and store it in her familiar for safekeeping and eventual resurrection.
The witch’s presence makes death more likely for wounded foes.
If the shaman is a living creature, she reacts to positive and negative energy as if she were undead—positive energy harms her, while negative energy heals her.
The witch can feed on the fear of her victim.
The shaman can place this hex on a single creature within 30 feet.
The witch curses the target so he is doomed to die (Will negates).
The witch can make an animal or humanoid within 30 feet distrust another creature within line of sight.
A witch can change her appearance for a number of hours equal to her class level, as if using disguise self .
The hexer disrupts the connection between a summoned creature within 30 feet and its master.
The witch can cause a creature within 30 feet to suffer hallucinatory distractions whenever it tries to cast a spell or use a spell-like ability for 1 round.
The shaman grants a creature she touches some of the magically resilient nature of dragons, causing the creature to be immune to magical sleep effects for a number of rounds equal to the shaman's l...
The witch can combine her magic with her poisons to weaken her enemies’ minds.
The witch curses a target with clumsiness when in dangerous terrain.
When the shaman casts a cure spell, the maximum number of hit points healed is based on her shaman level, not the limit imposed by the spell.
The shaman entangles a creature within 30 feet for a number of rounds equal to the shaman's Charisma modifier (minimum 1).
The shaman curses one creature with the dark void.
The shaman summons the powers of nature to erode a construct or object within 30 feet.
The witch can touch a creature, causing it to drift off into a permanent slumber.
The witch can cause doubt to creep into the mind of a foe within 30 feet that she can see.
The shaman causes doubt to creep into the mind of a foe within 30 feet that she can see.
The shaman's senses become magically heightened in the heat of battle.
The witches of Iblydos are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses.
With a single shout, the shaman causes one target creature within 30 feet to become shaken for 1 round.