The witch calls forth the ghost of a humanoid creature with no more than 18 Hit Dice.
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
While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked, as the trackless step druid ability.
The witch can cause an area to become an entangling quagmire.
The witch can partially transform an enemy into a pig.
The shaman causes a creature within 30 feet to view the shaman's allies as obstacles.
The shaman's body thickens and becomes more muscular.
A witch with this hex can understand any spoken language for a number of minutes per day equal to her level, as comprehend languages .
The shaman understands any spoken language for a number of minutes per day equal to her level, as comprehend languages.
The shaman can touch a willing creature as a standard action to remove one of the following conditions: fatigued, shaken, or sickened.
The shaman touches a willing creature and grants it cold resistance 10 for a number of rounds equal to her Charisma modifier (minimum 1).
The target becomes offensive to animals (Will negates).
The witch’s familiar’s creature type changes to plant, gaining all respective plant traits.
Even the most tangled briars make way for the shaman, and suitable roots and branches appear to support her feet.
A witch with the vision hex can grant a glimpse of the future to a creature touched.
Whenever the shaman confirms a critical hit against an opponent with a spell, the target is staggered for 1 round.
The shaman places a protective ward over one creature.
A witch can use this hex to place a protective ward over one creature.
The shaman touches a willing creature (including herself ) and grants a ward of flames.
The shaman touches a willing creature (including herself ) and grants a ward of stone.
The spirit of the city shrouds one creature the shaman touches from the hazards of the slums.
An air-breathing target can breathe water or an aquatic target can breathe air.
The shaman sees through fog and mist without penalty as long as there is enough light to otherwise allow her to see normally.
The witch can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see within 30 feet.
A witch with this hex can use control weather once per day, but creating the weather takes 1 full hour of chanting, dancing, and communing with her familiar.