Jade Witch Hexes

Presented below are a number of new hexes to help you customize your witch. Each of the new hexes belongs to a specific theme: dragon, five elements, ghost, or jade. Some of them require you to learn other hexes from the same theme to get the full advantage of them. If you choose six hexes from the same theme and also have that theme for your witch patron, you are considered a witch of that theme (i.e. a dragon witch or a jade witch). When you choose your first dragon hex, you must also select a dragon type from the table below. That dragon’s energy type will be the energy type you use for your dragon hexes. Some spells mentioned here appear in the Advanced Player's Guide.

Dragon Type Energy Type Breath Shape
Black Acid 60-foot line
Blue Electricity 60-foot line
Green Acid 30-foot cone
Red Fire 30-foot cone
White Cold 30-foot cone
Brass Fire 60-foot line
Bronze Electricity 60-foot line
Copper Acid 60-foot line
Gold Fire 30-foot cone
Silver Cold 30-foot cone

Hexes

The following new hexes can be selected at 1st level. A witch cannot select an individual hex more than once. Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch’s level + the witch’s Intelligence modifier.


Dragon Hexes

Draconic Word [dragon] (Su)

The witch can grant limited protection from of her energy type with a touch. This acts as a resist energy spell, using the witch’s caster level. Once a creature has benefited from the draconic word hex, it cannot benefit from it again for 24 hours.

Dragon’s Claws [dragon] (Su)

The witch can grow claws as a free action. These claws are treated as natural weapons, allowing her to make two claw attacks as a full attack action using her full attack bonus. Each claw deals 1d4 points of damage plus her Strength modifier (1d3 if she is Small). At 5th level, her claws are considered magical weapons for the purpose of overcoming DR. At 7th level, the damage of her claws increases by one step to 1d6 points of damage (1d4 if she is Small). At 11th level, her claws deal an additional 1d6 point of damage of her energy type on a successful hit. She can use her claws for a number of rounds per day equal to the number of draconic hexes she has learned plus her Intelligence modifier.

Scale Song [dragon] (Su)

The witch can cause a creature to grow a protective scaly hide with a touch. This acts as barkskin spell, using the witch’s caster level. Once a creature has benefited from the scale song hex, it cannot benefit from it again for 24 hours.

Squamous Spirit [dragon] (Su)

The witch can bolster a creature with the courage of a dragon. This acts as the heroism spell, using the witch’s caster level, except that it only lasts a number of rounds equal to the number of draconic hexes the witch has learned plus the witch’s Intelligence modifier. Once a creature has benefited from the squamous spirit hex, it cannot benefit from it again for 24 hours.


Five Elements Hexes

Blossoming Fire [five elements] (Su)

The witch can let forth rays of ire to scorch her enemies. This acts as the scorching ray spell, using the witch’s caster level. Whether or not the attacks hit, a creature cannot be the target of the blossoming ire hex again for 24 hours.

Cloud Rider [five elements] (Su)

The witch can summon a cloud to ride upon. At first level, the witch’s cloud has a light speed of 30 feet with poor maneuverability and can move a number of feet above the ground equal to 5 feet per every five elements hex she has learned. At 3rd level, her maneuverability increases to average. At 5th level, her light speed increases to 60 feet and her maneuverability to good. She can use this ability for a number of minutes per day equal to the number of five elements hexes she has learned plus her Intelligence modifier. These minute do not need to be consecutive, but they must be spent in 1-minute increments. This cloud can only carry the witch, her equipment, and her familiar.

Harmonious Elements [ive elements] (Su)

The witch’s attunement to the five elements allows her to heal. When activated, this ability grants the witch fast healing 1 plus 1 for every two five elements hexes she has learned. She can use this ability a number of rounds per day equal to the number of five elements hexes she has learned plus her Intelligence modifier. These rounds do not need to be consecutive, but they must be spent in 1-round increments. This hex only affects the witch.

Manipulate Metal [five elements] (Su)

The witch can change the temperature of metal a creatures metal equipment. This acts as either the chill metal or the heat metal spell, using the witch’s caster level, except that it can only target the metal equipment of one creature at a time. Whether or not the target’s save is successful, a creature cannot be the target of the manipulate metal hex again for 24 hours.


Ghost Hexes

Ghostly Dirge [ghost] (Su)

With a sorrowful song to the dead, the witch can bestow protection. When activated, this ability grants a creature a +1 deflection bonus to AC and a +1 resistance bonus to all saving throws. These bonuses increase by +1 for every two ghost hexes the witch has learned (including the ghostly dirge hex). These bonuses last for a number of rounds equal to the number of ghost hexes the witch has learned plus her Intelligence modifier. Once a creature has benefited from the ghostly dirge hex, it cannot benefit from it again for 24 hours.

Ghostly Weapon [ghost] (Su)

The witch can enspell weapons so they can damage ghosts. When activated, this ability grants a creature’s weapon the ghost touch ability. This ability lasts for a number of rounds equal to the number of ghost hexes the witch has learned plus her Intelligence modifier. Once a creature has a weapon enspelled with the ghostly weapon hex, it cannot benefit from it again for 24 hours.

Harm [ghost] (Su)

A witch can inflict wounds on those she touches. This acts as an inflict light wounds spell, using the witch’s caster level. Whether or not the target’s save is successful, a creature cannot be the target of the harm hex again for 24 hours. At 5th level, this hex acts like inflict moderate wounds.

Wail of the Dead [ghost] (Su)

The witch can stun creatures with a dreadful wail. This acts as the sound burst spell, using the witch’s caster level, except that instead an area of a 10-foot radius spread, it has a target of one creature. Whether or not the target’s save is successful, a creature cannot be the target of the wail of the dead hex again for 24 hours.


Jade Hexes

Black Jade Sword [jade] (Su)

The witch can enspell weapons so they heal their wielders. When activated, this ability grants a creature’s weapon the ability to heal the hit points of its wielder equal to one quarter (rounded down) of the damage it deals to its wielder’s opponent. This ability lasts for a number of rounds equal to the number of jade hexes the witch has learned plus her Intelligence modifier. Once a creature has a weapon enspelled with the black jade sword hex, it cannot benefit from it again for 24 hours. At 5th level, the amount of hit points healed is equal to one half (rounded down) of the damage dealt.

Green Jade Song [jade] (Su)

With a song, the witch can toughen her skin into green armor that absorbs damage. By taking a full round action, the witch can harden her skin into a green carapace that gives her DR 1/jade. This DR is increased by 1/jade for every three jade hexes she has learned (including the green jade song hex). This armor lasts for a number of rounds equal to the number of jade hexes the witch has learned plus her Intelligence modifier. The witch can only use this ability once per day.

Imperial Saffron Spirit of Jade [jade] (Su)

The witch knows just the right words to use to get what she wants. The acts as the charm person spell, using the witch’s caster level. Whether or not the target’s save is successful, a creature cannot be the target of the imperial saffron spirit of jade hex again for 24 hours. At 8th level, this hex acts like charm monster.

Steps of Jade [jade] (Su)

In certain terrain, the witch can make a creature’s tracks impossible to follow, and even make travel easier. When activated, this ability makes a creature untrackable in the following environments: desert, mountains, and underground. This ability lasts for a number of hours equal to the number of jade hexes the witch has learned plus her Intelligence modifier. Once a creature has benefited from the steps of jade hex, it cannot benefit from it again for 24 hours. At 5th level, this ability also enables the creature to ignore difficult terrain in the environments listed above.


Major Hexes

Starting at 10th level, and every two levels thereafter, a witch can choose one of the following new major hexes whenever she could select a new hex.


Dragon Major Hexes

Dragon’s Breath [dragon] (Su)

Once per day, the witch can breathe a blast of energy. This acts as the dragon’s breath spell, using the witch’s caster level and energy type.

Dragon Flight [dragon] (Su)

The witch can grow leathery dragon wings, giving her a fly speed of 60 feet with average maneuverability. At 15th level, the maneuverability improves to good.

Dragon’s Roar [dragon] (Su)

With a mighty roar, the witch can cause a creature to tremble with fear. This acts as the fear spell, using the witch’s caster level, except that instead of having an area of a cone shaped burst it instead has a target of one creature. Whether or not the save is successful, a creature cannot be the target of the dragon’s roar hex again for 24 hours.

Major Squamous Spirit [dragon] (Su)

The witch can call upon the power of the dragon to infuse a creature with great courage. This acts as the greater heroism spell, using the witch’s caster level, except that it only lasts a number of rounds equal to the number of draconic hexes the witch has learned plus the witch’s Intelligence modifier. Once a creature has benefited from the major squamous spirit hex, it cannot benefit from it again for 24 hours.


Five Elements Major Hexes

Earthsong [five elements] (Su)

The witch can literally bend stone to her will with a song. This acts as the stone shape spell, using the witch’s caster level. The witch can use this ability once per day plus another time for every two five elements hexes she has learned (including the earthsong hex).

Petrifying Gaze [five elements] (Su)

The witch can turn creatures to stone with an angry glare. This acts as the flesh to stone spell, using the witch’s caster level. Whether or not the target’s save is successful, a creature cannot be the target of the petrifying gaze hex again for 24 hours.

Revitalize Statue [five elements] (Su)

The witch can return petrified creatures to their natural state of being. This acts as the stone to flesh spell, using the witch’s caster level. Once a creature has benefited from the revitalize statue hex, it cannot benefit from it again for 24 hours.

Spirit of the Forest [five elements] (Su)

Once per day, the witch can transform herself into a plant. This acts as the plant shape I spell, using the witch’s caster level. At 15th level, this hex acts as the plant shape II spell.


Ghost Major Hexes

Ghostly Armor [ghost] (Su)

The witch can enspell armor so it can resist ghostly attacks. When activated, this ability grants a creature’s armor the ghost touch ability. This ability lasts for a number of rounds equal to the number of ghost hexes the witch has learned plus her Intelligence modifier. Once a creature has its armor enspelled with the ghostly armor hex, it cannot benefit from it again for 24 hours.

Grave Words [ghost] (Su)

The witch can ask questions of the dead. This acts as the speak with dead spell, except that the witch can only ask a number of questions per day equal to one half the number of ghost hexes the witch has learned (rounded up). These questions need not be asked consecutively, or even of the same corpse.

Major Harm [ghost] (Su)

A witch can inflict grievous wounds on those she touches. This acts as an inflict serious wounds spell, using the witch’s caster level. Whether or not the target’s save is successful, a creature cannot be the target of the major harm hex again for 24 hours. At 15th level, this hex acts like inflict critical wounds.

Wraithstorm [ghost] (Su)

The can summon the souls of the dead to inflict her enemies. This acts as the mass pain strike spell, using the witch’s caster level. The witch can only use this ability once per day.


Jade Major Hexes

Blue Jade’s Fury [jade] (Su)

Once per day, the witch can call forth a blast of blue jade to attack her enemies. This ability acts as the fireball spell, using the witch’s caster level, except that it deals slashing damage instead of fire damage. At 14th level, the witch gains a second use of this ability per day. At 18th level, the witch gains a third use of this ability per day.

Fires of the Red Jade [jade] (Su)

The witch can conjure forth a fiery shield that damages those who hurt her. This ability acts as the fire shield (warm shield) spell, using the witch’s caster level. This ability lasts a number of rounds equal to the number of jade hexes the witch has learned plus her Intelligence modifier. The witch can only use this ability once per day.

Jade Kaleidoscope [jade] (Su)

The witch can call upon all the colors of jade to strike down her foes. This ability acts as the prismatic spray spell, using the witch’s caster level. The witch can only use this ability once per day.

Sound of White Jade [jade] (Su)

The witch can smite infernals with a single word. This ability acts as the holy word spell, using the witch’s caster level, except that the casting time in increased to 1 round and instead of targeting evil creatures, it targets infernals.


Grand Hexes

Starting at 18th level, and every two levels thereafter, a witch can choose one of the following new grand hexes whenever she could select a new hex.

Dragon Storm [dragon] (Su)

Once per day, the witch can call upon the essence of the dragon to summon forth an energy storm of enormous power. This functions as the ire storm spell, using the witch’s caster level, except that it deals damage of the witch’s energy type and its duration is changed to concentration, up to 10 rounds.

Form of Spirit [ghost] (Su)

The witch can become incorporeal and ghostly. This ability acts as the ethereal jaunt spell, using the witch’s caster level. The witch can only use this ability once per day.

Jade Strider [jade] (Su)

Once per day, the witch can strike the ground and cause the very earth to burst forth in a gigantic wave. This ability acts as the world wave spell, using the witch’s caster level.

Rain of Death [five elements] (Su)

The witch can call upon the five elements to punish her opponents. With a full round action, the witch can summon a magical storm with a range of 400 feet and an area of a 360 foot radius storm cloud. Each round she continues to concentrate, the cloud generates additional effects as noted below. Each effect occurs on her turn.

2nd round: As the sleet storm spell, except that the duration is concentration, up to 9 rounds.

3rd round: As the entangle spell, except that the duration is concentration, up to 7 rounds, and creatures take 1 point of slashing damage each time they fail to save against the entangle or fail a check made to break free.

4th round: As the earthquake spell, except that the duration is concentration, up to 5 rounds, and the damage dealt (depending on the terrain) is only 2d4 (Reflex for half) points of bludgeoning damage per round.

5th round: As the fire wall spell, except that the duration is concentration, up to 3 rounds, and the damage dealt is only 2d6 points of fire damage (Reflex for half) per round.

6th round: As the blade barrier spell, except that the duration is concentration, 1 round, and damage dealt is 5d6 slashing damage (no save).

7th through 10th rounds: Each effect continues until its duration expires.

The witch must concentrate for the duration of this effect. If she is disrupted, the effect immediately ends. The witch can only use this ability once per day.

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