Apprentice Spell Summary Table

Spell NameDescription
Beacon HexTarget glows and cannot hide or become invisible
Brittle BonesSustained increased damage taken, especially from bludgeoning
Coward’s MarkSustained prevention of approaching you
Compelling HexSustained forced movement each round
Confusion HexInflict Confused status for 3 rounds
Creeping RotSpreading persistent Poison damage with 8-round lifespan
Distorted PerceptionSustained disadvantage on attacks or spellcasting
Fevered AgonyPersistent Fire damage that prevents reactions
Flaying HexPersistent Slashing damage from invisible cuts
Hex of MisfortuneDisadvantage on saves vs your spells, once per day per target
Mark of ShameVisible supernatural mark causes social penalties
Petrifying FearInflict Frightened status
Silencing HexPrevent speech and verbal spell components
Sleep HexPut target to sleep, once per day per target
Stolen ReflexesSustained loss of RP each round

Apprentice Spell Descriptions

Beacon Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: 10 minutes

Effect: Target glows with eerie light, making them impossible to miss. Target cannot hide, become invisible, or benefit from concealment or darkness while this hex persists.

Critical Effect: Duration extends to 1 hour.

Class TierAdditional Effect
Apprentice
JourneymanLight radius 3 hexes (dim light 6 hexes)
ExpertTarget gains Disadvantage on sight-based Checks
MasterTarget’s location is known to you even through walls
LegendaryTarget cannot benefit from magical transportation (teleportation, etc.)

Brittle Bones

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Target’s bones become fragile and weak. While sustained, target takes +2 damage from all sources and +4 damage from Bludgeoning damage specifically.

Critical Effect: Initial bonus damage increases by +1 for all sources, +2 for Bludgeoning.

Class TierBonus Damage (All)Bonus Damage (Bludgeoning)
Apprentice+2+4
Journeyman+3+6
Expert+4+8
Master+5+10
Legendary+6+12

Coward’s Mark

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Target becomes unable to approach you. While sustained, target cannot willingly move closer to you than their current distance. They can move at their current distance or away, but not toward.

Critical Effect: Target must immediately move 2 hexes directly away from you.

Class TierAdditional Effect
Apprentice
JourneymanTarget has Disadvantage on ranged attacks against you
ExpertTarget takes 1d4 damage per hex moved toward you (i.e. forced movement)
MasterRange increases to 12 hexes
LegendaryTarget also cannot target you with spells or ranged attacks (must target others)

Compelling Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: At the start of target’s turn, they must move 2 hexes in a direction you choose (you specify each round). Cannot force into obvious danger (off cliffs, into lava/fire, etc.) but can force into attack range or through enemy threatened areas (provoking Reaction Attacks). Target can make a Willpower check each round to resist; success ends the sustain.

Critical Effect: First forced movement is 2x further.

Class TierForced Movement
Apprentice2 hexes
Journeyman3 hexes
Expert3 hexes, Disadvantage on Willpower check
Master4 hexes, Disadvantage on Willpower check
Legendary4 hexes, target needs Hard Success to resist

Confusion Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: 3 rounds

Effect: Target suffers the Confused status effect for 3 rounds.

Critical Effect: Duration extends by 2 rounds

Class TierAdditional Effect
ApprenticeConfused for 3 rounds
JourneymanConfused for 4 rounds
ExpertCan affect target within 12 hexes
MasterConfused for 5 rounds
LegendaryTarget cannot make Willpower saves to end effect early

Creeping Rot

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: varies (see below)

Effect: Target takes 2 Persistent Poison damage per round. At the end of each of target’s turns, all enemies adjacent to them must make an Endurance save vs your Spellcasting or also begin taking 2 Persistent Poison damage. When the spell’s 8-round lifespan ends, all affected creatures’ persistent damage ends immediately regardless of when they were infected.

Class TierPersistent DamageMaximum Duration (rounds)
Apprentice2/round8
Journeyman4/round8
Expert8/round10
Master12/round10
Legendary16/round12

Distorted Perception

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Choose when casting: target has Disadvantage on all attack rolls OR all Spellcasting checks while you sustain this hex. Their perception of reality warps and shifts.

Critical Effect: Target cannot perform the chosen action type on the first round of the effect while they reel from the initial feeling.

Class TierAdditional Effect
Apprentice
JourneymanAlso Disadvantage on Perception checks
ExpertCan switch between attack/spellcasting each round
MasterAffects both simultaneously
LegendaryAlso affects all Physical skill checks

Fevered Agony

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Instant (Persistent effect)

Effect: Target takes Persistent Fire damage per round. While taking this damage, target cannot use reactions as their body burns with fever.

Class TierPersistent DamageAdditional Effect
Apprentice2/round
Journeyman4/round
Expert8/round-4 to all damage rolls
Master12/round-6 to all damage rolls
Legendary16/roundCannot use Flow Points

Flaying Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Instant (Persistent effect)

Effect: Invisible razors cut at target’s skin. Target takes Persistent Slashing damage per round.

Class TierPersistent DamageAdditional Effect
Apprentice2/round
Journeyman4/round
Expert8/roundAlso 2 Persistent Bleed damage
Master12/roundAlso 4 Persistent Bleed damage
Legendary16/roundAlso 8 Persistent Bleed damage

Hex of Misfortune

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: varies (see below)

Effect: Target has Disadvantage on all saves against your spells. After this effect ends, target cannot be affected by Hex of Misfortune again for 24 hours.

Critical Effect: Duration doubles.

Class TierDuration (rounds)Additional Effect
Apprentice2
Journeyman3
Expert4Also -5 to resist your sustained spells
Master8Also -10 to resist your sustained spells
Legendary10Target automatically fails first save against your spells

Mark of Shame

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: 1 hour

Effect: Target bears a visible supernatural mark on their forehead or hand. NPCs react with disgust, fear, or suspicion. Target has Disadvantage on all Social skill checks.

Critical Effect: Allies of the target must make a Willpower check or be Frightened of the target for 2 rounds.

Class TierAdditional Effect
Apprentice
JourneymanNPCs instinctively distrust target
ExpertGuards and authorities are immediately suspicious
MasterDuration extends to 24 hours
LegendaryMark cannot be hidden by mundane or magical means

Petrifying Fear

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: varies (see below)

Effect: Target becomes Frightened of you, as the status effect.

Critical Effect: Target must immediately move away from you if able.

Class TierDuration (rounds)Additional Effect
Apprentice1
Journeyman2Target also drops one held item immediately
Expert3Critical fail on Willpower → Stunned for 1 round
Master4Critical fail on Willpower → Stunned for 2 rounds
Legendary5All allies within 2 hexes of you at time of casting also inspire the Frightened effect.

Silencing Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: 3 rounds

Effect: Target cannot speak, preventing verbal spell components and any speech-based actions. Target can still make sounds of pain/surprise but cannot form words.

Critical Effect: Duration extends by 2 rounds

Class TierDurationAdditional Effect
Apprentice3 rounds
Journeyman4 rounds
Expert4 rounds
Master5 roundsAlso Disadvantage on Influence checks
Legendary5 roundsTarget also cannot make any sound at all (clapping, etc)

Sleep Hex

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: 3 rounds

Effect: Target falls Asleep for 3 rounds (as the status effect). After waking, target cannot be affected by Sleep Hex again for 24 hours.

Critical Effect: Target is difficult to wake - requires dealing at least 25% of their current HP in a single hit in order to wake them.

Class TierDurationAdditional Effect
Apprentice3 rounds
Journeyman4 roundsAfter waking naturally, target is Slowed for 1 round
Expert4 roundsAfter waking naturally, target is Slowed for 2 rounds
Master5 roundsAfter waking naturally, target is Slowed for 3 rounds
Legendary5 roundsAfter waking naturally, target is Slowed for 5 rounds

Stolen Reflexes

Level: Apprentice
Mana Cost: 1
Range: 8 hexes
Target: One creature
Duration: Sustained

Effect: Target loses 1 RP at the start of each of their turns while you sustain this hex. Their reflexes become sluggish and unreliable.

Critical Effect: Target immediately loses 1 RP as well.

Class TierRP Loss per RoundAdditional Effect
Apprentice1 RP
Journeyman1 RP
Expert1 RP
Master2 RP
Legendary2 RPTarget cannot gain bonus RP from any source