====== Hexes ====== As you develop the relationship with your Patron and gain their trust, you may learn increasingly powerful Hexes. Hexes are unique spell-like abilities which any Pactmaker may learn. Unless otherwise noted, using a Hex is a Standard Action that does not provoke an attack of opportunity. The save to resist a Hex is equal to 10 + 1/2 your CL + Primary Casting Attribute modifier. ===== Agony (Su) ===== * **Requirements:** Eldritch Flesh, 20 EXP With a quick incantation, a Pactmaker can place this Hex on one creature within Close range (25 ft. + 5 ft./2 CL), causing them to suffer intense pain. The target is nauseated for a number of rounds equal to your CL. A Fortitude save reduces this duration to 1 round. If the saving throw is failed, the target can attempt a new save each round to end the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ===== Animal Servant (Su) ===== * **Requirements:** Ascension, 30 EXP //You turn a humanoid enemy into an animal, and rob it of its free will.// This transformation works as [[priority:magic:spells:tier4:beast_shape_ii|]] and is negated by a successful Will save. The transformed creature retains its Intelligence score and known languages, if any, but the Pactmaker controls its mind. This effect functions as [[priority:magic:spells:tier9:dominate_monster|]], except the creature does not receive further saving throws to resist the hex. The effect can be removed only with sufficiently powerful intervention (at GM discretion), although slaying the witch also ends the effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ===== Beast Eye (Su) ===== * **Requirements:** Eldritch Flesh, 20 EXP The Pactmaker can project her senses into an animal within Medium range (100 ft. + 10 ft./CL), sensing whatever it senses. She cannot control the animal’s actions. She can project her senses from that animal to another within Medium range of it as a standard action, and can continue to make these sensory leaps, potentially viewing things very far from her actual location. She may return her senses to her own body as a free action. Normal animals get no saving throw against this ability, but animal companions, unique mounts, and similar unusual animals may resist with a Will save; the Pactmaker may use this ability on her own familiar as if it were an animal. If the Pactmaker has the Coven Hex, all other Pactmakeres within 10 feet of her who also have the coven hex can see through this animal at will, although the acting Pactmaker still controls the ability. The Pactmaker can use this ability for a number of minutes per day equal to her CL. These minutes need not be consecutive, but they must be spent in 1-minute increments. ===== Blight (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP //You may curse a section of land or a creature, causing it to wither and die.// Blighting an area takes 1 round, during which time you and your familiar must be in contact with the target. If it’s used on a plot of land, the land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. You can affect an area with a radius equal to (your CL * 10 ft.). Blighting a creature is a standard action that requires a melee touch attack. The creature must make a Will save, or suffer 1 Con drain per day. Both types of curse can be removed with a [[priority:magic:spells:tier3:remove_curse|Remove Curse]] spell. ===== Cackle (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You may cackle madly as a Move Action. Any creature that is within 30 ft. that is under the effect of an ongoing Hex effect has the duration of the Hex extended by 1 round. ===== Charm (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You may charm an animal or humanoid creature within Close range (25 ft. + 5 ft./2 CL) by beckoning and speaking soothing words. This improves the attitude of the target creature by 1 step, as if you had successfully used the Diplomacy skill. The charm lasts for a number of rounds equal to your Caster Level. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. At CL 7, this effect improves the attitude of the target creature by 2 steps. This is a mind-affecting charm effect. ===== Child-Scent (Ex) ===== * **Requirements:** Patron's Allegiance, Perception 3, 10 EXP You gain the scent ability, but only with respect to humanoid children and immature animals. Thus, you could sniff out a child’s hiding place or a den of wolf pups, but not the child’s parents or the den mother. ===== Cook People (Su) ===== * **Requirements:** Eldritch Flesh, 20 EXP //The Pactmaker can create fabulous spells by cooking an intelligent humanoid creature in her cauldron, either alive or dead.// Using this Hex creates one meal or serving of food of the Pactmaker’s choice, typically a delicious stew or a dough suitable for cookies, pastries, or other desserts. Cooking the victim takes 1 hour. Eating the food provides one of the following benefits for 1 hour: [[priority:magic:spells:tier2:bear_s_endurance|]], [[priority:magic:spells:tier2:bull_s_strength|]], [[priority:magic:spells:tier2:cat_s_grace|]], [[priority:magic:spells:tier2:eagle_s_splendor|]], [[priority:magic:spells:tier2:fox_s_cunning|]], [[priority:magic:spells:tier4:neutralize_poison|]] (automatically succeeds the CL check to remove any poison), [[priority:magic:spells:tier2:owl_s_wisdom|]], [[priority:magic:spells:tier3:remove_disease|]] (automatically succeeds the CL check to remove any disease), or [[priority:magic:spells:tier3:remove_curse|]]. Using this hex or knowingly eating its food is an evil act. ===== Coven (Ex) ===== * **Requirements:** Patron's Allegiance, CL 3, 15 EXP You count as a hag for the purpose of joining a hag’s coven. The coven must contain at least one hag. In addition, whenever a character with this Hex is within 30 feet of another character with this hex, she can use the aid another action to grant a +1 bonus to the other’s caster level for 1 round. This bonus applies to the Pactmaker’s spells and all of her hexes. ===== Cursed Wounds (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You curse your target with staying wounds. If the target fails its Will save, it suffers the following: For a number of days equal to your Caster Level, whenever the victim is a target of a Conjuration (Healing) spell or magical healing effect, the caster of the healing effect must succeed at a Caster Level check with a DC of (15 + your Caster Level), or the healing spell or effect fails. Similarly, natural healing, fast healing, regeneration, or any other effect which allows the creature to regain its lost HP is halted. Lastly, the victim takes a penalty to avoid contracting disease and against poison effects equal to your Secondary Casting Attribute modifier. This is a curse effect, and may be removed by [[priority:magic:spells:tier3:remove_curse|Remove Curse]]. ===== Dark Apothecary (Ex) ===== * **Requirements:** Patron Weapon, 10 EXP You no longer pose a risk of accidentally poisoning yourself. In addition, you gain a +4 insight bonus on checks to craft poison and on checks to save against poison. ===== Death Curse (Su) ===== * **Requirements:** Ascension, 30 EXP You may target a creature within Close range (25 ft. + 5 ft./2 CL). The hexed creature receives a Will save to negate the effect. If this save is failed, the creature becomes fatigued the first round of the hex. On the second round of the hex, the creature becomes exhausted. On the third round, the creature dies unless it succeeds at a Fort save. Creatures that fail the first save but succeed at the second remain exhausted and take 4d6 points of damage + 1 point of damage per CL. Slaying the Pactmaker that hexed the creature ends the effect, but any fatigue or exhaustion remains. Whether or not the saves are successful, a creature cannot be the target of this hex again for 1 day. ===== Delicious Fright (Su) ===== * **Requirements:** Reservoir, 15 EXP //You may feed on the fear of your victims.// The target of this Hex becomes shaken for a number of rounds equal to your Caster Level. As long as you remain within Close range (25 ft. + 5 ft./2 CL) of your target, you gain a +1 morale bonus on attack rolls and a +1 morale bonus on saving throws as long as this effect persists. A successful Will save reduces the duration of this hex to 1 round. This is a mind-affecting fear effect. ===== Dire Prophecy (Su) ===== * **Requirements:** Ascension, 30 EXP The Pactmaker curses the target so he is doomed to die (Will negates). As long as the curse persists, the target takes a –4 penalty to his armor class and on attack rolls, saves, ability checks, and skill checks. While the curse persists, the Pactmaker may end it by bringing its full force upon her victim all at once. Doing so gives the victim a penalty equal to the Pactmaker’s caster level to his armor class or on any single attack roll, combat maneuver check, opposed ability or skill check, or saving throw. The Pactmaker must decide to apply this penalty before the roll to be modified is made. If the Pactmaker does not have line of sight to the target, the full force of the curse occurs when the GM considers it most appropriate, such as when the target is in mortal danger. A target can only have one dire prophecy upon him at a time. Whether or not the target’s save against the hex is successful, a creature cannot be the target of this hex for 1 day. This is a curse effect. ===== Disguise (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You may change your appearance for a number of hours per day equal to your CL, as if using [[priority:magic:spells:tier1:disguise_self|Disguise Self]]. These hours do not need to be consecutive, but they must be spent in 1 hour increments. ===== Drugged (Su) ===== * **Requirements:** Reservoir, Dark Apothecary, 15 EXP The Pactmaker can combine her magic with her poisons to weaken her enemies’ minds. When the Pactmaker creates a poison, she can require the target of the poison to attempt a Will save rather than a Fortitude save. The Pactmaker must use this hex when she crafts the poison, and once used, the hex can’t be undone without remaking the poison. ===== Eternal Slumber (Su) ===== * **Requirements:** Ascension, Slumber, 30 EXP //You may cause a creature to drift off into a permanent Slumber.// The creature receives a Will save to negate this effect. If the save fails, the creature falls asleep and cannot be woken. The effect can only be removed with powerful intervention, such as a Miracle, although slaying the Pactmaker ends the effect. The Pactmaker can use this ability to poison food or drink, causing those who ingest it to make a save or fall into an eternal slumber. She can only have one such dose of poison at any one time, and it loses its potency after 1 day if not consumed. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ===== Evil Eye (Su) ===== * **Requirements:** Patron Weapon, CL 3, 15 EXP //You can cause doubt to creep into the mind of a foe.// Your target takes a -2 penalty on one of the following (your choice): AC, Ability checks, Attack Rolls, Saving Throws, or Skill Checks. This Hex lasts for a number of rounds equal to your CL. On the first round, the target may make a Will save to reduce the duration to one round. This is a mind-affecting effect. At CL 8 the penalty increases to –4. ===== False Hospitality (Su) ===== * **Requirements:** Reservoir, 15 EXP Some Pactmakers are known for greeting travelers with warmth only to reveal their powers once their enemies have lowered their defenses. A Pactmaker can use this Hex to gain the benefits of [[priority:magic:spells:tier3:glibness|]] with a caster level equal to your CL. This Hex can be used once per day. ===== Flight (Su) ===== * **Requirements:** Reservoir, 20 EXP You may use [[priority:magic:spells:tier1:feather_fall|Feather Fall]] at will for no MP cost, and you gain a +4 insight bonus on [[priority:skills:athletics|Athletics]] checks. At CL 3, you can cast [[priority:magic:spells:tier2:levitate|]] once per day. At CL 5, you can [[priority:magic:spells:tier3:fly|]], as per the spell, for a number of minutes per day equal to your CL. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. This hex only affects the Pactmaker. ===== Forced Reincarnation (Su) ===== * **Requirements:** Ascension, 30 EXP The Pactmaker causes a creature within 30 feet to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life with the spell [[priority:magic:spells:tier4:reincarnate|]]. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ===== Fortune (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At CL 8 and CL 16, the duration of this Hex is extended by 1 round. Once a creature has benefited from the Fortune Hex, it cannot benefit from it again for 24 hours. ===== Hag's Eye (Su) ===== * **Requirements:** Reservoir, 15 EXP This functions as per the spell [[priority:magic:spells:tier4:arcane_eye|]]. If the Pactmaker has the Coven Hex, all other witches and warlocks within 10 feet who also have the Coven Hex can see through this sensor as well, although the Pactmaker that created it still controls it. The Pactmaker can use this eye for a number of minutes per day equal to her CL. These minutes do not need to be consecutive, but they must be spent in 1-minute increments. ===== Healing (Su) ===== * **Requirements:** Reservoir, 10 EXP This acts as a [[priority:magic:spells:tier1:cure_light_wounds|]] spell, using your caster level (albeit with no MP cost). Once a creature has benefited from the Healing Hex, it cannot benefit from it again for 24 hours. At CL 5, this Hex acts like [[priority:magic:spells:tier2:cure_moderate_wounds|Cure Moderate Wounds]] instead. ===== Healing, Major (Su) ===== * **Requirements:** Healing, Eldritch Flesh, 15 EXP This hex acts as [[priority:magic:spells:tier3:cure_serious_wounds|]], using the Pactmaker’s caster level. Once a creature has benefited from the major healing hex, it cannot benefit from it again for 24 hours. At CL 12, this hex acts like [[priority:magic:spells:tier4:cure_critical_wounds|]]. ===== Hidden Home (Sp) ===== * **Requirements:** Eldritch Flesh, 20 EXP The Pactmaker can conceal or disguise her home and the area around it as if using [[priority:magic:spells:tier4:hallucinatory_terrain|]]. Before using the Hex, she must spend 1 day pacing out the border of an area that measures roughly 40,000 square feet (approximately 200 feet by 200 feet) to define her home territory. Thereafter, she can use the hex to change the appearance of that area as a standard action as long as she is within the area. The illusion persists until the witch changes or dismisses it. For the purpose of this ability, a Pactmaker can only have one “home” at a time. ===== Hoarfrost (Su) ===== * **Requirements:** Eldritch Flesh, 15 EXP The target is rimed with a shell of frost needles that slowly work their way into its flesh. The target turns pale and blue, and takes 1 point of Constitution damage per minute until it dies, saves (once per minute), or is cured. A successful saving throw negates this effect. [[priority:magic:spells:tier5:break_enchantment|]], [[priority:magic:spells:tier3:dispel_magic|]], [[priority:magic:spells:tier3:remove_curse|]], and similar spells end the effect. If the target saves, it is immune to this hex for 1 day. This is a cold effect. ===== Lay To Rest (Sp) ===== * **Requirements:** Empowered Blast, 15 EXP You may target a single undead creature with this hex as if with an [[priority:magic:spells:tier6:undeath_to_death|]] spell. A Will save negates this effect. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day. ===== Misfortune ===== * **Requirements:** Patron's Allegiance, 15 EXP The witch can cause a creature within Close range (25 ft. + 5 ft./2 CL) to suffer grave misfortune for 1 round. Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex. At CL 8 and CL 16, the duration of this Hex is extended by 1 round. This Hex affects all rolls the target must make while it lasts. Whether or not the save is successful, a creature cannot be the target of this Hex again for 1 day. ===== Murksight (Su) ===== * **Requirements:** Reservoir, 10 EXP You may see through any fog, mist, rain, or similar effect without penalty, ignoring any concealment bonuses granted by such effects, to a maximum fog depth of 20 ft. This ability also functions underwater in murky or muddy water. This ability does not grant the Pactmaker the ability to see anything which they could not see otherwise, such as an [[priority:magic:spells:tier2:invisibility|Invisible]] creature. ===== Nails (Ex) ===== * **Requirements:** Patron Weapon, 10 EXP Your nails grow long and sharp, akin to a hag's claws. Your nails are treated as primary natural weapons which deal 1d6 points of damage each (if you are Medium - 1d4 if you are small). If your nails are trimmed, they regrow within 1d4 days. ===== Natural Disaster (Su) ===== * **Requirements:** Ascension, 30 EXP This functions as a [[priority:magic:spells:tier8:storm_of_vengeance|]] combined with an [[priority:magic:spells:tier8:earthquake|]] that occurs on the second round of the effect (while acid is raining from the sky). A Pactmaker must concentrate for the duration of this effect. If disrupted, the effect immediately ends. A Pactmaker can only use this ability once per day. ===== Nightmares (Su) ===== * **Requirements:** Empowered Blast, 15 EXP Calling upon fell powers, a Pactmaker can place a Hex on a creature within Medium range (100 ft. + 10 ft./CL) that causes its sleep to be tormented by terrible nightmares. This functions as the spell [[priority:magic:spells:tier5:nightmare|]] each time the affected creature attempts to rest. A Will save negates this effect. If the save is failed, the target must make a new save each night or be unable to rest. ===== Phase Familiar (Su) ===== * **Requirements:** Familiar, 10 EXP You draw upon your patron's power to momentarily shift your familiar from its solid, physical form into an ephemeral version of itself shaped of mist. You must spend 1 MP as an Immediate Action to use this Hex. Upon doing so, your familiar gains DR 5/- and is immune to precision damage. These apply only against the triggering damage. ===== Poison Steep (Sp) ===== * **Requirements:** Patron's Allegiance, Dark Apothecary, 10 EXP You may brew a foul toxin by spending 4 hours of downtime collecting deadly reagents. The toxin may coat up to 1 pound of food per Caster Level, after which the food becomes permanently magically poisoned. The poison cannot be transferred to other objects, and the toxin itself expires within 24 hours if unused. The food tastes normal, but magic may detect it as poisoned. A creature that eats the poisoned food suffers the effects of a [[priority:magic:spells:tier4:poison|Poison]] spell. ===== Prehensile Hair (Su) ===== * **Requirements:** Patron Weapon, 15 EXP The Pactmaker 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 equal to her Primary Casting Attribute. Her hair has reach 10 feet, and she can use it as a secondary natural attack that deals 1d6 points of damage (1d4 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the Pactmaker’s elongated hair shrink away to nothing. Using her hair does not harm her head or neck, even if she lifts something heavy with it. She can manipulate her hair a number of minutes each day equal to her Caster Level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch (AKA Warlock) with this Hex can also manipulate his beard, moustache, or eyebrows. ===== Prophecy, Minor (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP You may call upon your Patron to gain insight into the future. This allows you to cast [[priority:magic:spells:tier2:augury|Augury]] once per day at no MP cost. Spending a full hour casting negates the need for material components. ===== Prophecy (Su) ===== * **Requirements:** Minor Prophecy, Eldritch Flesh, 15 EXP You may now call upon your Patron for greater insight. This functions as the Minor Prophecy Hex, except that it creates the effects of [[priority:magic:spells:tier4:divination|Divination]] instead. ===== Retribution (Su) ===== * **Requirements:** Eldritch Flesh, 15 EXP A Pactmaker 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 creature in melee. Immediately after the hexed creature deals damage in melee, it takes half that damage (round down). This damage bypasses any resistances, immunities, or damage reduction the creature possesses. This effect lasts for a number of rounds equal to your Primary Casting Attribute modifier. A Will save reduces the duration of this effect to one round. ===== Scar (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP //This hex curses a single target touched with horrible scars of your choosing, whether something as simple as a single letter on the target’s forehead or blotchy, burn-like scars on his body.// The target may make a Will save to resist this hex. These scars do not interfere with the target’s senses or prevent it from using abilities, but may affect social interactions. You can use Hexes on the scarred target at a range of up to 1 mile, and you are considered to have a body part from the target for the purpose of [[priority:magic:spells:tier4:scrying|Scrying]] and similar divination spells. They persist through disguises and shapechanging. You can withdraw this Hex from a target as a Move Action at any range. The number of supernatural scars you can maintain at once is equal to your Primary Casting Attribute modifier; once you reach this limit, you must remove the scar from a current victim in order to mark another. Effects that remove curses can remove the scar. ===== Slumber (Su) ===== * **Requirements:** Reservoir, 10 EXP You can cause a creature within Close range (25 ft. + 5 ft./2 CL) to fall into a deep, magical sleep, as per the spell [[priority:magic:spells:tier1:sleep|]]. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to your CL. This Hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This Hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this Hex again for 1 day. ===== Speak in Dreams (Sp) ===== * **Requirements:** Eldritch Flesh, 20 EXP The Pactmaker can contact a creature as if using [[priority:magic:spells:tier5:dream|]]. The Pactmaker can use this ability on a number of creatures per day equal to her Primary Casting Attribute modifier, but can dream-speak to those creatures as often as desired throughout that time period. ===== Summer's Heat (Su) ===== * **Requirements:** Reservoir, 10 EXP You surround a target within Close range (25 ft. + 5 ft./2 CL) with oppressive heat, dealing nonlethal damage equal to 1d6 + 1 per CL you possess (maximum of 20d6 + 20 at CL 20), and causing the target to become fatigued. The target may make a Fortitude saving throw to negate the fatigued condition, but not the nonlethal damage. Whether or not your target succeeds at the save, it can't be the target of this Hex again for 24 hours. ===== Summon Spirit (Sp) ===== * **Requirements:** Ascension, 30 EXP The Pactmaker calls forth the ghost of a humanoid creature with no more than 1 HD per CL which the Pactmaker possesses. The ghost has its own personality and desires, but is willing to bargain with the Pactmaker, as if she had cast [[priority:magic:spells:tier8:planar_ally_greater|Greater Planar Ally]]. To seal an agreement with the Pactmaker, the ghost requires life energy equal to 1 temporary negative level (this is in addition to the standard payment for the ghost’s service). This negative level persists as long as the ghost remains in the service of the Pactmaker; the Pactmaker can end the agreement as a standard action, immediately removing the negative level. ===== Steal Voice (Su) ===== * **Requirements:** Empowered Blast, 25 EXP The witch can steal the voice of one creature within Close range (25 ft. + 5 ft./2 CL), causing it to lose, for a number of rounds equal to your Primary Casting Attribute modifier, all abilities that rely on speech, including talking, casting spells with verbal components, and using auditory bardic performances. A successful Will saving throw reduces this duration to 1 round. If this hex is used upon a willing target, the duration lasts for a number of hours equal to your Primary Casting Attribute modifier. Additionally, the Pactmaker can change her voice to match that of any creature whose voice she has stolen with this hex. ===== Swamp's Grasp (Su) ===== * **Requirements:** Reservoir, 10 EXP You may cause the ground to become a thick and difficult quagmire. Select one 10-ft. square per CL within Medium range (100 ft. + 10 ft./CL). The chosen squares become difficult terrain for a number of rounds equal to your Caster Level. If you use this Hex again before the previous use has expired, the effects of the previous usage immediately end. ===== Tongues (Su) ===== * **Requirements:** Reservoir, 10 EXP You can understand any spoken language for a number of minutes per day equal to your CL, as [[priority:magic:spells:tier1:comprehend_languages|]]. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At CL 5, you can use this ability to speak any language, as per [[priority:magic:spells:tier3:tongues|]]. ===== Ward (Su) ===== * **Requirements:** Patron's Allegiance, 10 EXP //You may use this Hex to place a protective ward over a creature.// The warded creature receives a +2 deflection bonus to AC and a +2 resistance bonus on saving throws. This ward lasts until the warded creature is hit, or fails a saving throw. You know when a warded creature is no longer protected. You can have only one ward active at a time. If you use this ability again, the previous ward immediately ends. At CL 8 and CL 16, the bonuses provided by this ward increase by +1. ===== Water Lung (Su) ===== * **Requirements:** Reservoir, 10 EXP You may cause an air-breathing target to breathe in water, or vice versa for an aquatic target. This effect lasts 1 hour per CL. If the Pactmaker uses this Hex on themselves, it may be maintained whilst resting, allowing them to safely sleep underwater. ===== Waxen Image (Su) ===== * **Requirements:** Eldritch Flesh, 20 EXP The Pactmaker can spend a full-round action to create a crude and unnerving wax duplicate of a creature she can see. Once the image is complete, the subject must make a Will save. If the subject fails, the Pactmaker gains a small measure of control over the creature. Whenever she exercises this control, the creature receives a new Will save to end the effect. This effect occurs on the Pactmaker’s turn and does not impede the creature’s actions on its turn. The Pactmaker can use the waxen image a number of times equal to her Caster Level before it melts. As a standard action, the Pactmaker can cause the subject to do any one of the following things: move up to the creature’s speed in any direction, attack itself once with any weapon in hand (this attack automatically hits), lay down on the ground, or drop anything held. Alternatively, she can spend one of her uses to simply torture the image, causing the creature to be both sickened and staggered on its turn. As soon as the creature has succeeded on a saving throw against this effect, it is immune to it for 24 hours. The is an enchantment (compulsion) effect. ===== Weather Control (Su) ===== * **Requirements:** Eldritch Flesh, 20 EXP You may use this Hex to control the weather, as [[priority:magic:spells:tier7:control_weather|the spell]]. Manifesting the effects takes 1 full hour of chanting, dancing, lighting candles, and other appropriate measures to attract the interference of your Patron. ===== Witch's Bottle (Su) ===== * **Requirements:** Reservoir, 10 EXP You may perform a 1 hour ritual to create a potion imbued with the power of one of your Hexes. Any creature which consumes this potion is subjected to the effects of the Hex as if the Hex were cast by the potion's creator. The Hex made into potion form lasts for 24 hours, and you may not have more active potions than your Primary Casting Attribute modifier. You may render any such potion inert regardless of distance as a Free Action. ===== Witch's Hut (Su) ===== * **Requirements:** Ascension, 30 EXP The Pactmaker can animate a hut, small house, covered wagon, tent, or similar construction as an animated object. The hut can be of up to Huge size (approximately 15 feet by 15 feet). The animated hut’s hardness increases to 8 and its hit points double. The Pactmaker can give the hut the following commands: guard (the hut watches for trespassers within 120 feet using the Pactmaker’s Perception modifier and screams if it spots any), hide (all entrances are hidden by [[priority:magic:spells:tier4:illusory_wall|]] spells and locked with [[priority:magic:spells:tier2:arcane_lock|]]), and move (moves at speed 60 on giant bird or bone legs as directed by the Pactmaker, even obeying commands such as “follow me from 100 feet away”). The hut remains animate until she dismisses it or she animates another, at which time the hut stops where it is and reverts to its nonmagical state.