The witch causes a creature within 30 feet to fall into a sleep riddled with nightmares.
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 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...
This hex curses a single target touched with horrible scars of the witch's choosing, whether something as simple as a single letter on the target's forehead or blotchy, burnlike scars on his body.
The shaman receives one metamagic feat as a bonus feat.
The witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch.
The shaman transforms herself into another form for a number of minutes per day equal to her level, as alter self.
The shaman targets a single willing ally within 30 feet and shares her knowledge and experience with that target for a number of minutes equal to her Charisma modifier.
The shaman surrounds one touched creature with a ward of succoring energy, granting the target a number of temporary hit points equal to her Wisdom bonus + an additional 1d6 temporary hit points pe...
The shaman causes ribbons of spider silk to erupt from the ground beneath a single creature.
The witch can cause a creature in water to struggle, imposing a –4 penalty on its Swim checks and reducing its swim speed (if any) by 10 feet for 1 minute unless it succeeds at a Fortitude saving t...
The shaman causes the speed of a creature within 30 feet to be halved.
A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep .
The witch’s predictions become selffulfilling prophecies.
The shaman causes a creature within 30 feet to spark and shimmer with electrical energy.
The witch can contact a creature as if using dream.
Choose a specific kind of animal: eagle, fox, dog, and so on.
With a beckoning gesture, the shaman conjures spiny shrubs in a number of squares equal to her Charisma modifier (minimum 1) within 30 feet.
Whenever the shaman casts a healing spell that heals a target up to its maximum hit points, any excess hit points persist for 1 round per shaman level as temporary hit points (up to a maximum numbe...
As a standard action, the shaman causes one creature within 30 feet to burn like a star.
The shaman touches a willing creature and bolsters its mental and emotional defenses.
(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, ...
The shaman receives a +4 bonus to her CMD when resisting bull rush or trip attempts as long as she is standing on the ground.
The shaman can move through nonmagical fog, rain, mist, snow, and other environmental effects without penalty (see Weather, Core Rulebook 437).
The witch surrounds her target with oppressive heat, dealing a number of points of nonlethal damage equal to her witch level and causing the target to become fatigued.