Hexes

Hexes

A hex is a powerful sustained curse that saps strength from
your enemy, opponents affected by a hex have their abilities progressively
drained increasing by 1 each round the hex is maintained.

Maintaining a Hex requires a minor action and although line
of sight is needed to establish a HEX it is not needed to maintain it.

If you move out of range the hex does not disappear but
cannot be increased until you return to range, The hex still needs to be
maintained when out of range.

If the caster is taken out then the hex ends.

### Ashes to Ashes Hex

This hex involves the crushed ashes of cremated bones, it is
mixed with belladonna and ground into a fine powder, it is then cast at the
enemy in a cloud.

**Range: 1 per rank**

**Save/Defence:  Mind save DC 10 + skill**

Lower Fire resist and to Hit

### Dust to Dust Hex

This hex involves the fine dust of a dessert dehydrated and
ground until it turns into a clinking choking cloud, it is baked into a small
clay pot and thrown at the feet of the enemy.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Lower Earth resist and Damage

### Bad Blood Hex

The bad blood hex involves the blood of an ox mixed with
snake venom and placed in a glass vial with a rusting nail in it, The potion is
poured onto the ground where the liquid snakes towards the target on its own.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Lower Water resist and DR

### Stonejoint Hex

The stonejoint hex involves two metal rods that are tempered
by a lightning strike, They are then soaked in a type of acid and clashed
together shattering the pieces at your target.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Lower Air resist and AC

### Twilight Hex

The twilight hex involves the soot from a candle snuffed
with a silk handkerchief, the handkerchief is then ground up and rolled into
incense, it gives of a thick black smoke that carries the darkness to your
target.

**Range: 1 per rank**

**Save/Defence: Mind save**
DC 10 + skill

Lower Soul saves and Shadow Resist

### Glaring Hex

The glaring hex involves a hollow animal skull with a candle
lit inside it, The skull has to be polished to be as white and shiny as
possible, the light cast from the eyes forms a beam that hit your target.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Lower Reflex saves and Light Resist

### Virulent Hex

The virulent hex requires a spider soaked in snake venom and
placed into a velvet bag, the bag is then thrown at the feet of your target and
the spider will reanimate and carry the hex to your target.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Lower Body saves and Poison Resist

### Heartfire Hex

The heartfire hex requires a treated piece of heart soaked
in soot infused oil that is attached to a chain and burned at your target.

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Damage on action, Drain divine power

### Confounding Hex

The confounding hex involves a series of 7 secret herbs that
create an unguent you use to paint an arrow facing your target

**Range: 1 per rank**

**Save/Defence: Mind**
save DC 10 + skill

Impose opposed check vs school to cast, Drain arcane power