Witchcraft

Witchcrafts come in four flavors: Hexes (protection), Curses (debuffs + negative conditions), Charms (mental effects), and Runes (lasting effects and enchantments). They can be targeted by Dispel Magic and Counterspell, the DC for which is equal to your caster level. However, for all other purposes, they are not considered spells.

## Hexes

Hexes have a casting time of 1 action and a range of touch.

### Hex of Warding

Grants the target +3 AC while not wearing armor (not including Mage Armor)

### Hex of Energy Protection

Grants the target creature resistance to an elemental energy type (Thunder, Cold, Fire, Lightning, or Acid)

### Hex of Nondetection

Prevents the target from being detected through means of Divination.

### Endurant Hex

Prevents target magical effect from being targeted by Dispel Magic. A creature that attempts to cast Dispel Magic on the target effect must make a charisma save against your spell save DC or take 3d6 psychic damage.

### Mind Hex

Grants the target creature resistance to psychic damage and advantage on mental saves.

### Hex of Sanctity

A corpse who is targeted by this hex cannot be reanimated as an Undead.

### Hex of Passover

***Requires 9th level***

Prevents the target from being targeted directly by spells, hostile or otherwise.

### Antimagic Hex

***Requires 9th level***

Grants the target creature Magic Resistance.

### Hex of Immunity

***Requires 13th level***

Grants the target immunity to an elemental energy type. (Thunder, Cold, Fire, Lightning, or Acid)

## Curses

Any curse with a specified range ends when the target moves out of range and can be removed using a Remove Curse spell. All curses have a casting time of 1 action and a range of 120 feet, but can be cast as a 10 minute ritual with no range restrictions, provided you possess a piece of the target (a scale, hair, tooth, piece of skin, vial of blood, etc) which the spell consumes. Any curse may be averted with a charisma save from the target when the curse is placed. A target that makes the save is immune to that curse from you for 24 hours.

### Curse of Shadeye

A target creature cursed in this way sees in darkness as if it were bright light and in bright light as if it were darkness. This includes magical darkness.

### Curse of Binding

Target creature cannot teleport or leave the plane.

### Curse of Clumsiness/Weakness/Sickness/Stupidity/Childishness/Awkwardness

Target creature has disadvantage on saves and checks using a chosen ability score.

### Curse of Slowness

***Requires 5th level***

The target may take a bonus action, action, or move action on their turn and may make no more than one attack.

## Charms

Charms have a casting time of 1 action and a range of 30 feet. All Charms end if the target takes damage or sleeps. Charms may be cast as a 10 minute ritual with no range restrictions, provided you possess a piece of the target (a scale, hair, tooth, piece of skin, vial of blood, etc) which the spell consumes. Any Charm can be avoided by wisdom save from the target when the Charm is placed. A target that makes the save is immune to that Charm from you for 24 hours.

### Charm of Cooperation

Persuasion checks you make against the target automatically succeed.

### Charm of Love

The target falls madly in love with another target of your choice.

### Charm of Vengeance

The target seeks revenge against a known creature or organization.

### Charm of Eloquence

The target gains advantage on charisma checks and saves.

### Charm of Forgetfulness

The target loses any memory of you that was formed after the charm was placed.

### Charm of a Blind Eye

The target ignores you and acts as if you do not exist.

## Runes

Runes have a range of touch and a casting time of 1 minute. They must be placed on an object, and it can apply to a creature if that object is a worn or held object. However, no object or item can be under the effect of two Runes simultaneously.

### Rune of Binding

Target item cannot be put down once picked up.

### Rune of Protection from Evil

A creature wearing the Rune cannot be possessed, frightened, or charmed by an evil creature.

### Rune of Seeking

You always know the location of this Rune.

### Rune of Hellfire

Anything that comes into direct contact with the Rune takes 1d8 fire damage and is set on fire if not being worn or carried.

### Rune of Frost

Anything that comes into direct contact with the Rune takes 2d4 cold damage and is frozen.

### Rune of Blasting

Anything that comes into contact with the Rune takes 3d6 thunder damage and is pushed backward 10 feet, if possible. When this rune is triggered, it disappears.

### Rune of Speed

Anything marked with this Rune hums slightly and moves at an unnatural speed. When applied to armor or boots, the wearer gains +10 movement speed. When applied to a weapon, the wielder gains an extra attack.

### Rune of Defense

This Rune absorbs 2 x your level damage before fading. If placed on clothing or armor, this acts as temporary hit points but is not affected by any damage resistances/immunities of the wearer.

### Rune of Enhancement

A targeted weapon becomes +1. This can be cast multiple times on the same weapon, up to +3.

### Rune of Sharpness

A targeted weapon rolls a critical hit on a roll of 19 or 20.

### Rune of Guidance

A targeted weapon or tool grants proficiency to the wielder while held.

### Rune of Rebuke

When touched, this Rune deals 3d6 lightning damage.