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Accursed Bloodline
Misfortune, pestilence, and nightmares follow your family like vermin drawn to carrion. Somewhere in your family history, a hag’s foul influence entered your bloodline. You may actually be related to the hag, or you may still be suffering the effects of a curse that a hag laid upon your kin in generations past. Now the hag’s powers are part of your heritage.
Bloodline Skill: Perception
Dread Gaze (Su)
Requirements: CST 2, Perception 3, 10 EXP
Your evil eye brings down the most determined enemies. As a Half Action, you may spend 2 MP/TP to fix your gaze on any one creature within 60 feet. The target is Hindered and Staggered for that round, and every round afterwards that you spend a Half Action to maintain this Talent.
Maintaining the Dread Gaze costs no additional MP/TP, but if interrupted you must pay MP/TP to begin anew. Interruptions include failing to maintain the action, or losing sight of your target.
Witches' Brew (Su)
Requirements: Dread Gaze, CST 5, Perception 7, 15 EXP
By sacrificing certain creatures in a suitably large cauldron (usually costs 10TU or so), you may make powerful brews which confer a magical effect upon those who take from it. Creating a Witches' Brew is an objectively evil act, though drinking from it is not, unless the creature is aware of what it is (you are always aware).
By brewing any sentient humanoid child, the brew confers the effects of Fly for 24 hours. This takes 1 hour.
By brewing any sentient humanoid, the brew confers an Augury effect at a fixed accuracy of 90%. This takes 2 hours.
Alternatively, any brewed subject may be melted down over an 8 hour period. Doing so sacrifices the brew itself, but provides you with 1d4 Alchemical Parts. Brewing a child provides 1 guaranteed Advanced Alchemic part. You may brew as many people at once as you are capable of sourcing.
Crone's Gift (Sp)
Requirements: Witches' Brew, CST 10, Perception 12, 20 EXP
You may infuse a single food or drink with a wicked purpose. To create a Crone's Gift, select any food, drink, or cheer-food and sacrifice 5 MP/TP. You may then choose to do the following with it:
- Infuse with Poison, as the spell.
- Infuse with an eternal slumber
- Infuse with any Spell you know
If you choose an eternal slumber, the Gift requires a Will save on any creature who possesses more Hit Dice than your CST. If a creature possesses an equal or lesser amount, they fall into an eternal rest that may only be removed by powerful magic such as Limited Wish. Your death does not remove this effect, if it were to occur.
Infusing with a Spell that you know sacrifices the MP/TP required for the Spell, in addition to the cost of this Talent. A spell so infused only targets the creature which consumes the Gift, even if it normally would not.
A Crone's Gift appears benign under all but the most thorough magic - normal means such as Detect Poison, Detect Magic, and Identify fail to discern the nature of the Gift. Only an Analyze spell or greater effect is capable of seeing through this trick. You may make as many Gifts as you desire, as long as you sacrifice the MP/TP for each.
Hag's Eye
Requirements: Crone's Gift, CST 15, Perception 15, 25 EXP
You may pluck your own eye(s), or the eye of a sentient humanoid child, to create a Hag's Eye. The Hag's Eye is a special necklace which appears to be a semiprecious gemstone, but is rather the eye transformed through wicked magicks. You may see through a Hag's Eye which you have created at will by spending a Swift Action - this works across any distance and even across planes, as long as there are not sufficient wards to prevent scrying effects. You may only look through one Hag's Eye at a time, and you are Unaware whenever you do so. You must spend additional actions to “cycle” to other eyes - you cannot spend one Swift Action to look through multiple in sequence.
Hag's Eyes are easy to destroy; they possess no hardness, and have 10hp. They may be identified with a Knowledge (Arcana) check equal to your CST + 10.
Night Terror
Requirements: Hag's Eye, CST 20, Perception 20, 35 EXP
Your reach now extends beyond the physical world. Once per week, you may use Ethereal Jaunt for an 8-hour period, beginning at sunset. You may reset the cooldown of this ability by sacrificing a sentient humanoid child in your cauldron, though you are still relegated to only using it after sunset. Alternatively, a sacrifice of this nature will let you use Etherealness instead, if desired.
Secondly, you may terrorize those you set sights upon. If you possess a body part (even a strand of hair), or a long-term possession (owned for one year or more) of a creature, you may cast Nightmare on them from any distance and even across planes every 24 hours at no cost. The required items confer the penalty on this Talent's Will save as normal. The DC for this effect is 10 + your CST. If a creature is killed by your Nightmare, you may expend 50TU in Alchemic or Magic Crafting parts to capture their soul, as Trap the Soul.
