Hex Spells

Attack Self
(Primary action: Spell (24); Hex, Cost: 2 stamina) Choose a target within line of sight. This target will immediately drop anything that it is currently carrying in its hands and use an attack of opportunity on itself with a basic unarmed attack.
Bodypart Relocation
(Primary action: Spell (28); Hex, Cost: 2 stamina per body part) Choose up to three target individuals and up to three target body parts that are visible within line of sight. These body parts instantly teleport to any selected unoccupied position on one of the target individuals and become attached and fully functional. The body parts that have been moved are still only controlled by their original owner. The GM can apply any appropriate ruling or disadvantages based on where the caster applies them and the task being attempted. This spell lasts for 1d4 (with Advantage) turns.
Numbness
(Primary action: Spell (22); Hex, Cost: 1 stamina) Choose a target within line of sight. This target can no longer feel pain, temperature or any touch based sensation of any kind. They have double Advantage to staying conscious and avoiding being staggered or stunned. They must pass a contest of damage taken vs perception to notice if they are being harmed by a sneak attack unless the GM rules it as obviously noticed.
Itch
(Primary action: Spell (22); Hex, Cost: 1 stamina) Choose a target within line of sight and record your casting roll if successful. This target feels an intensely strong itching feeling all over them for 1d6 turns. The target must pass a successful willpower or health contest to resist wasting an action scratching the itch. Upon a failure, the target wastes a secondary action to scratch. On a failure of 7 or more, the target wastes a primary action instead.
Pain
(Primary action: Spell (22); Hex, Pain, Cost: 1 stamina) Choose a target within line of sight and record your casting roll if successful. The target feels intense pain in a manner and location of your choice for 1d6 turns. The target must pass a successful toughness contest to resist the pain. Upon a failure, the target becomes staggered. On a failure of 12 or more, the target is stunned instead.

Restlessness
Hypersensitivity:
Laughter:
Spasm:
Hiccups:
Constant Walking:

Seizure
You attempt to inflict your enemy with a violent seizure.
(Primary action: Spell (25): Hex; Mana cost: 3) Roll a contest of spellcraft vs health. Upon a success, the target begins seizing and becomes stunned for 1 turn. For each turn in a seizure, take 1d4 damage.
Mastery I
The targets seizure duration becomes 1d4 turns with disadvantage
Mastery II
When in a seizure, target loses 1 stamina point per turn and takes 1d6 damage per turn instead 1d4.

Heart Attack:
Nausea:
Touch:
Odor:
Tickle:
Clumsiness:
Drunkenness:

Drain Stamina
(Primary action: Spell (16); Affliction Hex; Cost: 1 stamina) Choose a target within line-of-sight. This target immediately loses 1d3, stamina and you gain this stamina.
Mastery I
Stamina Glutton
You roll 1d4 with Advantage instead of 1d3 when rolling for the drain stamina ability.

Weaken:
Slow:
Deafness:
Gibberish:
Blindness:
Hunger:
Smellblind:
Unbalance:
Hair Growth:
Choke:
Love:

Control Limb:
Control Body:

Paralysis
You attempt to lock up your opponents muscles or circuitry, leaving them paralyzed and helpless.
(Primary action: Spell (25): Hex; Mana Cost: 2) Force a contest of spellcraft vs health. Upon a victory, your target is stunned for one turn.
Mastery I
The duration of paralysis becomes 1d4 turns with disadvantage
Mastery II
You no longer have disadvantage for duration.

Alter Voice:
Lengthen Limb:
Decapitation:
Shrink:
Enlarge:
Fatten/Thin:
Change Appearance:
Dance:
Compel Truth:
Compel Lies:
Confusion:
Quest:
Braindead:
Leak:
Mute:
Strengthen:
Focus:
Madness:
Terror:

Berserk
You inflict a uncontrollable rage within your target, making them nearly as likely to attack friends as much as foes.
Choose a target within line-of-sight. This target gains rage that cannot be calmed by willpower or charisma skills for 1d4 turns. You must attack the closest living thing to you. If the target is friendly you may attempt to attack a different target by making a 1d20 willpower check with triple disadvantage.

Daze:
Fascinate:
Sleep:
Forget:
Willbreak:
Command:
Control Emotion:
Sickness:
Ecstasy:
Gullibility:
Enslave:
Grease:
Glue:
Haste:
Levitate:
Ignore Gravity:
Featherweight:
Burden:
Buoyancy:
Repel:

Hex Spells

Remnants of a Slain God harbadger