Starting at 10th level, and every two levels thereafter, a witch can choose a major hex whenever she could select a new hex. At 1st level, a witch gains one hex of her choice. Heck, you could sit outside while your party goes into the dungeon and support them with Hexes at long range. I support a limited subset of Pathfinder's rules content. I support a limited subset of Pathfinder's rules content. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Infected Wounds (Su): Totally useless in combat, and disease effects can be removed very easily, so this won't be very effective. Eternal Slumber (Su): Like Slumber on steroids. Hoarfrost (Su): Horrifying and deadly, but because the damage only ticks once per minute, this is totally useless in combat. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. If you dislike someone enough to curse them with this, it's generally better to just kill them. The witch is, in many ways, very similar to a wizard. Feral Speech (Su): Animals very rarely have anything interesting to discuss. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. Casting Charm Person will yeild much better results. Curse Your Enemies The Way Your Patron Would Want! The witch grows lighter as she gains power, eventually gaining the ability to fly. Downloads Similar to Rogue Talens or Barbarian Rage Powers, you get one at every even numbered Witch level. Moreover, the way witches get spells leads to an odd mechanic; it is extremely easy for witches to exchange spells. Heightened Spells: Heightening spells is an important mechanic in Pathfinder 2e. Generally feared and misunderstood, the witch draws her magic from a pact made with an otherworldly power. Forced Reincarnation (Su): Hillarious, but very unpredictable. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level. New Pages Fly is not on the Witch spell list, and flight is crucial for spellcasters, especially at high levels. Recent Changes On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). Even with a successful save, the target still takes the penalty for 1 round, which can really help weaken a tough enemy. Grand Hexes: The following grand hexes complement the mountain witch archetype: eternal slumber, natural disaster, and witch's hut. | FateCoreSRD With the ability to cast Hexes on your allies from up to a mile away, you can use Hexes like Healing, Fortune, or Ward while you are off doing other things. This duration makes it possible to replace ability enhancing items, assuming you have enough bodies to keep your cookie jar full. Hex Ward Y: Target gains +4 on saves against witch hexes. Extending the duration of these effects functionally multiplies the usefulness of those hexes. | Here Be Monsters Hauntings and hexes is a magical themed story with themes of friendship and doing the right thing. Learn more about our product range online. | d20PFSRD At 1st level, a witch gains one hex of her choice. However, this can be thrown on your familiar long beforehand, and gives you a free single-target debuff, which is cool. Disguise (Su): Excellent for infiltration, but somewhat situational. Age resistance is already on the Witch spell list and has a considerably longer duration than one hour, so don't waste your time on that effect. You could just keep hitting your allies with this until they are the race which they want to be, or your could just go around reincarnating people into badgers. Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. 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