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Hex Twisting: Counter-Magick Spells for the Irritated Witch

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A hex can change the overall energy field or add an energy attachment to the field with a specific intention. Someone who’s been hexed may experience unfavorable events unfold in their lives. These experiences can be mental disturbances, physical ailments, emotional turmoil, or aspects of their lives becoming more negative. Hot Foot Powder: Banish Your Enemies The Morality of Hexing

The target either gainsfast healing5 for a number of rounds equal to 1/2 the witch’s class level or it heals up to 4 points of ability score damage from any two ability scores (witch’s choice). The Witch uses their Intelligence score to determine their bonus spell slots and spell save DCs. (The Stigmatized Witch archetype uses Charisma instead) Seek out new sources of magic, like scrolls and spellbooks, to supplement the spells your patron provides. Changeling ( Advanced Race Guide pg. 184): Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level she can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells.Ability Boosts Level 5At 5th level and every 5 levels thereafter, you boost four different ability scores. You can use these ability boosts to increase your ability scores above 18. Boosting an ability score increases it by 1 if it's already 18 or above, or by 2 if it starts out below 18. The witch’s familiar gains resistance 1 against either cold or electricity. Each time the witch selects this reward, he increases his familiar’s resistance to one of those energy types by 1 (to a maximum of 10 for any one energy type). Generally, a hex is either seasonal (or for a set duration of time) or stops working when the target learns their lesson. Hexes are often useful when someone continues to do wrong and you need them to change.

At 20th level, the character’s blade has become as well-known as the character herself. The character selects one item she has—preferably something iconic and significant, such as a weapon or arcane bond. The item becomes a minor artifact and gains 100,000 gp worth of new powers. The player and the GM should work together to select the new powers, with an eye towards making something memorable yet campaign-appropriate. Characters of any class can select this ability.

Witch

Grotesquely fat and just generally grotesque crazy lady who's also sexually assaulted at one point for no reason, and hey have we mentioned she's disgusting and she makes everyone eat pâté that's super gross The objects can, therefore, be placed in the house or its surroundings, in the office, in the car, or in pillows. Half-Orc ( Advanced Race Guide pg. 53, Advanced Player's Guide pg. 19): Add +1 skill rank to the witch’s familiar. If the half-orc ever replaces her familiar, the new familiar gains these bonus skill ranks. But then reality starts to set in while you are reading this book. These characters are bat-shit crazy. They are mean as snakes. You have one father that is a main character who pretty much admits he has a favorite son...and it's not the gay one. You have women constantly put down..one was made fun of the whole entire book because she was fat. Another had an abnormally high forehead that the author couldn't shut up about. The witch’s familiar gains resistance 1 against cold, electricity, or fire. Each time the witch selects this reward, increase the familiar’s resistance to one of these energy types by 1 (maximum 5 for any one type). If the witch ever replaces this familiar, the new familiar has these resistances.

At 20th level, the character’s endless training and study has resulted in an unmatched mastery of the self. The character increases her ability scores by a collective total of 8. For example, she can increase one score by 8, or one score by 5 and another by 3, or four scores by 2, and so on. Characters of any class can select this ability. Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section. If your familiar dies, your patron replaces it during your next daily preparations. The new familiar might be a duplicate or reincarnation of your former familiar or a new entity altogether, but it knows the same spells your former familiar knew regardless. Your familiar's death doesn't affect any spells you have already prepared. A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch’s familiar begins play storing all of the 0-level witch spells plus three 1st level spells of the witch’s choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual. Major HexYes, a house can be hexed. It is not very common, but it is possible for a personal home or the land from which one draws the products of their efforts to be “hexed” or infested by negative presences.

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