Hex Spells

Attack Self
(Primary action: Spell (24); Mind-control Hex, Mana Cost: 2) Choose a target within line of sight. Force a contest of your spellcraft vs their willpower. If they lose, this target will immediately drop anything that it is currently carrying in its hands and use an opportunity action to attack itself with an unarmed power attack.
Mastery I
Self-mutilation
You can pay an additional mana point to make the target not drop their weapon and instead use a basic attack with it on themselves.
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.
Mastery I
Decapitation
If you choose the head of a target when using bodypart relocation, you can teleport it to any unoccupied within your line of sight. It does not have to be connected to any body.
Numbness
(Primary action: Spell (20); 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 (18); 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 (or minutes if out combat). The target must pass a successful willpower or health contest vs your casting roll score each turn 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.
Mastery I
Maddening Itch
Gain an advantage on your casting roll and duration of the itch spell.
Pain
You twist the insides of the body of your victim, causing any sort of intense pain you desire. You sadist.
(Primary action: Spell (18); Pain Hex, Cost: 1 stamina) Choose a target within line of sight. Force a contest of spellcraft vs toughness against that target. If you succeed, the target feels intense pain in a manner and location of your choice for 1d6 turns. This causes the victim to become staggered and take a penalty to all mental (Int, Kno, and Cha) rolls and scores to 1/2 your margin of success. If the victim fails by 10 or more or they lose via a critical roll, the target becomes stunned in addition to the other effects. In addition, this gives you a bonus to interrogation contests equal to 1/2 your spellcraft skill.
Mastery I
We Have Ways
You now receive a bonus to interrogation contest rolls equal to your full spellcraft instead 1/2.
Mastery II
Pain Overload
If you win by a pain contest by a critical, the victim falls unconscious for 1d4 rounds/minutes or until they take damage.
Hypersensitivity
You heighten the victim’s touch sense receptors to become extremely sensitive.
(Secondary action: Spell: (Cantrip);Perception Hex; Cost: 1 mana) Select a victim within line of sight. This victim gains a double advantage to any touch based senses (including tremor-sense if they have it). They also gain a double disadvantage to resist pain or touch based sense targeting abilities.
Spasm
You cause an enemy’s body to briefly spasm, playing havoc on their offensive and defensive abilities for a brief moment.
(Opportunity or Secondary Action: Spell (Cantrip); Hex; Cost: 1 mana) Select a target within line of sight. This victim takes a penalty to their next defensive roll, hit roll, or fitness or dexterity based roll equal to your 1/2 your spellcraft skill + 1d6. If you use this as an opportunity action when an enemy is beginning an action, it can apply to that action, however, it must be performed before the victim has rolled.
Mastery I
Seizure
(Primary action: Spell (25): Hex; Mana cost: 4) Roll a contest of spellcraft vs health. Upon a success, the target begins seizing and becomes stunned until the end of their next turn and takes 1d6 affliction damage when beginning their turn in a seizure.
Inebriate
You cause the victim to feel like they’ve had far too many drinks and hiccuping uncontrollably.
(Primary action: Spell (Cantrip); Drunk Hex; Cost: 1 mana) Select a target within line of sight. Force this target into a contest of your spellcraft vs their health. If you win, they gain the drunk condition for 1d4 rounds.
Mastery I
Friendly Drunk
When an enemy is drunk, you have an advantage to all charisma rolls against them.
Mastery II
Angry Drunk
If you successfully inebriate a victim, you can choose to have them also gain the rage condition.
Constant Walk
You hex the enemy’s body to continue moving at full speed in the last direction they were headed.
(Opportunity or secondary action: Spell (Cantrip); Move Hex; Cost: 1 mana) When an enemy makes a move action and begins moving in a direction (you can call which one at any point during the move), you may use this as an opportunity action to force a spellcraft vs willpower contest. If you win, they must continue moving in that direction at full speed for the rest of this action and next 1d4 move actions they have. If you use it as a secondary action, they will continue moving in the last direction they moved for 1d4 of their next move actions.
Mastery I
These Boots Are Made For Walking
The victim of constant walk has a disadvantage to resist the spell and you have advantage of rolling the duration of this hex.
Mastery II
Detour
After you hex them with constant walk, you may choose the direction of their move action.
Heart Attack
(Primary action: Spell (28); Sickness Affliction Hex; Cost: 4 mana) Select a victim within line of sight. This victim now begins to have a heart attack for 1d4 (with advantage) rounds. During the heart attack, the victim must make a health contest twice at the beginning of each of their turns. First is vs your spellcraft, in which a failure results in being staggered until the beginning of the victim’s next turn. Second is vs your spellcraft + science, in which a failure results in affliction damage equal to the margin of loss. If the victim loses either of these contests due to a critical, they become stunned instead of staggered.
Nausea
(Secondary action: Spell (20); Nausea Sickness Hex; Cost: 2 mana) Select a victim within line of sight. This victim must make a contest against you (your spellcraft vs their health). If you win, they gain the nausea condition for 2d4 rounds.
Odor
(Secondary action: Spell (Cantrip); Smell Illusion Hex; Cost: 1 mana) Select a target within line of sight. You can now control exactly how this target smells, for good or bad. This smell lingers until you dispel it (free action) or for up to your spellcraft skill in hours. A good or bad smell attached to the target can result in a charisma bonus or penalty equal to 1/2 your spellcraft skill. If tracking a target with an attached odor, you and your allies gain a bonus equal to your spellcraft if any of you have the scent sense.
Tickle
(Secondary action: Spell (18); Affliction Hex; Cost: 2 mana) Select a victim within line of sight. This victim is now afflicted by a severe ticklishness that is plaguing their whole body. Force a contest of your spellcraft vs their willpower skill. If they fail, they take a penalty to all rolls equal to 1/2 their margin of loss and lose a command action, forcing them to use it to laugh. If they lose with a critical result, they become stunned until the beginning of your next turn.
Mastery I
Tickle Monster
You know how to quickly find a victim’s most ticklish spots. Add your intuition skill when rolling a tickle spell contest.
Klutz
(Primary action: Spell (20); Dexterity Affliction Hex; Cost: 2 mana) Select a victim within line of sight. This victim is now has a double disadvantage on all dexterity based rolls for 1d4+1 rounds.
Mastery I
Butterfingers
The victim’s critical failure rate for dexterity rolls now also increases by +1.
Drain Stamina
(Primary action: Spell (16); Stamina Steal Hex; Cost: 1 stamina) Choose a target within line-of-sight. This target immediately loses 1d6 stamina points and you gain this stamina.
Mastery I
Stamina Glutton
Gain an advantage on rolling your drain stamina spell.
Stagnate
(Primary action: Spell (25); Hex; Cost: 3 mana) Select a target within line of sight. This target now only receives 1/2 the amount of any healing, regeneration, or stat buffs they receive for 1d4 rounds.
Mastery I
Stagnate Shutdown
For an additional mana point spent, the victim now only receives 1/4 instead of 1/2.
Ravenous Hunger
(Secondary action: Spell (22); Affliction Hex; Cost: 2 mana) Select a victim within line of sight. This victim is now afflicted by ravenous hunger until the beginning of your next turn. During this, the target must make a health or willpower contest vs your spellcraft to resist wasting a primary action, to take a quick bite of whatever food they have on hand. If the enemy has no food with them, they do not waste a primary action but suffer a penalty to all mental rolls equal to their margin of loss until they can eat.
Mastery I
Flesh Eater
You may choose to have victims of ravenous hunger to be only satisfied by meat. If they do not have meat, they will not eat any other food they have on hand. If they don’t have meat, they must use their actions to get to the closest source of meat possible (including living targets or their own allies) and attempt to eat it.
Weaken
(Primary action: Spell (20); Affliction Hex; Cost: 3 mana) Select a victim within line of sight. This victim now has their strength skill reduced by 1/2 of your spellcraft skill for 1d4+1 rounds. They also take 25% extra damage from all sources.
Lethargy
You can openly convince victims afflicted with lethargy to not take actions.
(Primary action: Spell (18); Affliction Hex; Cost: 4 mana) Select a victim within line of sight. This victim now has lethargy until the end of the encounter. While afflicted with lethargy, you or any ally can attempt a contest or your/their persuasion vs the victim’s stamina or willpower skill (their choice) as a command action. If you succeed this contest you may persuade the victim not to take a specific action of your choice. You must make this roll just before they attempt the action, and cannot save this success for a action made in the future.
Mastery I
“Go to Bed”
If you or an ally critically succeeds a persuasion roll on a lethargy afflicted victim, you can instead choose to tell them to go to bed. In which case, they will immediately drop prone and fall asleep. They will remain asleep for 2d4 hours or until they take damage.

Sense Strike:

Gibberish:

Hair Growth:

Choke:
Love:

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:
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