Hex Enhancements

Hex [creature]

A hex, or curse, is the opposite of an abjuration— instead of providing defense, it instead weakens a target’s defenses. A hex is essentially a curse. A hex cantrip can inflict a –1 penalty to all Defense scores for up to one round.

Attracting. Cost 2 MP per 1 Defense. The target attracts attacks, which are diverted towards the target. Affected creatures take a penalty to their Defense equal to half the MP spent.

Binding. Cost 3 MP. The opposite of Hedging is called Binding. It traps creatures within a given area, following the same rules as hedging. The binding also includes dimensional movement, so the creature cannot teleport out. 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 the caster attacks the bound creature, it is freed entirely from the binding.

Binding, Enduring. Cost 6 MP. As Binding, but affected creatures get only one chance per day to bypass the barrier. Of course, if the duration is less than a day, this benefit is slightly reduced.

Binding, Greater. Cost 5 MP. As Binding, but none of the bound creature’s attacks, spells, or abilities can cross the area of effect.

Curse. Cost varies. You inflict the Cursed condition. The standard condition costs 2 MP, while the extreme condition costs 4 MP. The condition is a temporary one which can be shaken off normally; however, you can make it persistent by doubling this enhancement’s MP cost.

Vulnerability. Cost 4 MP per 1d6 vulnerability. The target becomes vulnerable to one damage type. For every 4 MP spent, the target’s vulnerability increases by 1d6. The caster may choose any single damage type.