The witch can grant a creature within 30 feet a bit of good luck for 1 round.
Witch Hexes
A class talent — granted by Witch: A witch learns a number of magic tricks, called hexes, that grant them powers or weaken foes.
The witch curses a creature to share any effects that target her vitality.
The witch can more effectively redirect effects to her proxy chosen by the gift of consumption hex.
A witch can soothe the wounds of those she touches.
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.
This hex grants the witch and her familiar a +2 natural armor bonus and the constant effects of endure elements.
The witch counts as a plant creature for the purpose of growing leshys.
The witch can call on her prophetic ancestors to cast augury once per day.
The witch can cause a creature within 30 feet to suffer grave misfortune for 1 round.
The witch can see through plant matter, as the greensight universal monster ability (Pathfinder RPG Bestiary 4 295), for a number of minutes per day equal to her witch level.
A witch with this hex can assume the form of viscous brown mud.
The witch can see through natural fog, mist, and rain without penalty, ignoring any concealment bonuses gained from such effects.
The witch's nails are long and sharp, and count as natural weapons that deal 1d3 points of damage (1d2 for a Small witch).
The witch fills an ally with the safety he feels at home or inflicts pangs of homesickness to hamper an enemy’s defenses.
A witch can use this hex on a creature to prevent it from drawing a weapon for a number of rounds equal to the witch’s level.
The witch can use her cauldron to brew a foul toxin in which she can steep fruits and other delicious edibles, transforming them so that when eaten, they have the same effect as a poison spell.
The witch empowers herself or an ally within 30 feet with poisonous nails.
The witch can corrupt bodies of water with foul energies.
The witch can corrupt nonmagical liquid items (such as alchemical remedies) with a look.
The witch can instantly cause her hair (or even her eyebrows) to grow up to 10 feet long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Strength score eq...
The witch can cause fate to twist so that it benefits a creature within 30 feet for 1 round.
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 witch uses enthralling movements to fascinate a single creature within 60 feet that can see the witch.
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...