A witch can compel a plant within 30 feet to spread a message, which must be 25 words or fewer and in a language the witch speaks.
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 creature within 30 feet to turn into a twisted, treelike shape for 2 rounds.
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).
The shaman afflicts a creature within 30 feet with hypothermia.
A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half).
This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements.
The target's wounds become infected (Fortitude negates).
The shaman can invoke an ancestor spirit into an intact, humanoid or monstrous humanoid corpse to learn what the body knew in life.
The shaman can call upon some of the majesty and power of dragons to cow her enemies.
The witch may target a single undead creature with this hex as if with an undeath to death spell.
The witch counts as a plant creature for the purpose of growing leshys.
Once per day the witch can, as a full round action, touch a dead creature and bring it back to life.
The shaman creates a bond between herself and another creature within 30 feet.
The shaman can see the states of life, death, and general health of those around her.
The shaman causes one creature within 30 feet to become heavy and lethargic.
The shaman's connection to the skies above is so strong that her feet barely touch the ground.
At will as a standard action, the shaman can invoke whispers from spirits of the Dark Tapestry to speak directly into the mind of a single target within 30 feet.
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.
The shaman can touch a willing ally and cause its skin to thicken and sprout thick, shaggy fur.
The shaman causes a creature within 30 feet to become slightly magnetic until the end of the shaman's next turn.
The shaman can call upon the ancestral heroes of her family to bolster ailing allies.
The witch can call on her prophetic ancestors to cast augury once per day.