HEX
The Hex magical skill weakens defenses. Unwilling creatures can resist with a Will save.
Hex Enhancements
Armor Class (+2). Affected creatures gain a –1 penalty to armor class. This penalty can be improved by –1 for each extra spell level, to a maximum of –5 at 6th level.
Binding (+5). Creatures must succeed a Will save to leave the area of effect, either physically or by traveling dimensionally. It can also attempt to use its spell resistance to bypass the barrier. Each minute it may make one attempt at each, and if the creature fails, it is stuck inside for at least another minute. The binding effect prevents the creature from making melee attacks out of the area, but it can still use ranged attacks and spells. A bound creature cannot use any Compel effects on creatures outside the area of effect. If the creature is not entirely inside the area of effect when the spell takes effect, it is not bound. If a creature attacks or otherwise deals damage to the bound creature, it is free to retaliate, but is still bound spatially. If you attack the bound creature, it is freed entirely from the binding. For an additional 2 spell levels, none of the bound creature’s attacks, spells, or abilities can cross the area of effect.
Damage Reduction (+2). Affected creatures have their DR reduced. The type of material required to bypass the DR does not change. Each 1 additional level reduces the DR by –1. For 2 additional levels, creatures affected by that reduction also can have their DR penetrated by a weaker effect. Reduce the material one step, from epic, to special material, to magic. The DR can now be bypassed by both the original and the weaker material, so a lycanthrope affected by this could be harmed either by magic or by silver.
Drain Ability Score (Varies). Choose an ability score. Affected creatures gain a penalty to that ability score. Consult the table below to determine by how much the ability score is penalized. Unwilling creatures receive a Will save to negate.
Level Penalty
+3 –2
+5 –4
+7 –6
+10 –8
+13 –10
+16 –12
+20 –14
Drain Skill (+1). Choose a single specific skill. Affected creatures gain a –1 penalty to checks with that skill. You may choose this enhancement multiple times.
Energy Buffer (+1). Choose an energy type — acid, cold, death, electricity, fire, mental, or sonic. Reduces the level of protection provided by an energy buffer by 5 points of damage of that energy type dealt to each affected creature. This does not effect energy resistance. This enhancement can be chosen any number of times, applying to the same or different energy types.
Energy Resistance (+2). Affected creatures have their energy resistance of a chosen energy type — acid, cold, death, electricity, fire, mental, or sonic — reduced by 5 points of damage of that energy type each round. This enhancement can be chosen up to four times for each energy type.
Saving Throws (+1). Affected creatures gain a –1 penalty to one saving throw — Fortitude, Reflex, or Will. This enhancement may be chosen up to 5 times. For an additional 1 level, this bonus applies to all three saving throws (so giving –3 to three saves requires 4 levels).
Spell Resistance (+4). Affected creatures lose SR 10. Each 1 additional level decreases the SR by 1.
Weaken Attack (+1). Place this spell on a creature or item. Unarmed and natural attacks made by that creature or weapon attacks made with that item have a –1 penalty to attack rolls. You may choose this enhancement up to 5 times.
Weaken Damage (+1). Place this spell on a creature or item. Unarmed and natural attacks made by that creature or weapon attacks made with that item have a –1 penalty to damage rolls. You may choose this enhancement up to 5 times.