Journeyman Spell Summary Table
| Spell Name | Description |
|---|---|
| Blinding Hex | Inflict Blind status |
| Contagious Fear | Area fear effect that spreads between adjacent enemies |
| Crippling Hex | Sustained severe movement speed reduction |
| Crushing Hex | Persistent Bludgeoning damage, prevents Step action |
| Hemorrhage Hex | Persistent Bleed damage, halves healing received |
| Hex of Enfeeblement | Sustained damage reduction on all attacks and spells |
| Hex of Exhaustion | Sustained AP loss each round |
| Leaden Limbs | Sustained prevention of Sprint and bonus movement |
| Maddening Hex | Force target to attack with all AP each turn |
| Nightmare Weaving | Plant nightmare to learn secrets and inflict all-day disadvantage |
| Puppeteer’s Touch | Force single action of your choice |
| Razor Wind | Persistent Slashing damage plus movement penalty |
| Reflective Scrying | Scry on target through reflective surfaces |
| Rope Hex | Inflict Restrained status |
| Seizing Hex | Inflict Stunned status briefly |
| Spreading Curse | Copy Novice spell to adjacent enemies |
| Witch’s Eye | Scry through object belonging to target |
| Withering Presence | Sustained aura debuffing all nearby enemies |
Journeyman Spell Descriptions
Blinding Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: varies (see below)
Effect: Target becomes Blinded, as the status effect
Critical Effect: Duration doubles.
| Class Tier | Duration (rounds) |
|---|---|
| Journeyman | 2 |
| Expert | 3 |
| Master | 4 |
| Legendary | 5 |
Contagious Fear
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: 3-hex radius area
Duration: varies (see below)
Effect: All enemies in the target area become Frightened of you for the duration. When a Frightened enemy ends their turn adjacent to one of their allies, that ally must make a Willpower save vs your Spellcasting or also become Frightened for the remaining duration.
Critical Effect: Initial targets need Hard Success on Willpower saves to resist.
| Class Tier | Duration (rounds) | Additional Effect |
|---|---|---|
| Journeyman | 2 | — |
| Expert | 3 | — |
| Master | 4 | Target’s allies make saves at Disadvantage. |
| Legendary | 5 | Fear spreads even if ally succeeds save (but they get another save next round) |
Crippling Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained
Effect: Target’s movement speed is reduced by 3 hexes while you sustain this hex. Their limbs feel heavy and unresponsive.
Critical Effect: Target’s movement speed reduced an extra 2 hexes for the first round.
| Class Tier | Movement Reduction | Additional Effect |
|---|---|---|
| Journeyman | -4 hexes | — |
| Expert | -4 hexes | Must spend 2 AP to Take a Step |
| Master | -5 hexes | Cannot Take a Step |
| Legendary | -6 hexes | Target provokes Reaction Attacks on all movement |
Crushing Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Instant (Persistent effect)
Effect: Invisible crushing force bears down on target. Target takes Persistent Bludgeoning damage per round for Class Tier rounds and cannot Take a Step while affected (too much pressure to make careful movements).
Critical Effect: Duration doubles.
| Class Tier | Persistent Damage | Additional Effect |
|---|---|---|
| Journeyman | 4/round | — |
| Expert | 4/round | Also -1 hex movement speed |
| Master | 5/round | Also -2 hex movement speed |
| Legendary | 6/round | Also prone, standing up costs 2 AP |
Hemorrhage Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Instant (Persistent effect)
Effect: Target begins bleeding profusely from invisible wounds. Target takes Persistent Bleed damage per round. All healing received is halved (rounding up) for the duration of this spell.
Critical Effect: Duration doubles.
| Class Tier | Persistent Damage | Additional Effect |
|---|---|---|
| Journeyman | 8/round | — |
| Expert | 12/round | Healing reduced to 1/3 |
| Master | 16/round | Healing reduced to 1/4 |
| Legendary | 20/round | No healing possible during duration |
Hex of Enfeeblement
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained
Effect: Target’s strength and power drain away. While sustained, target deals -3 damage on all attacks and spells.
Critical Effect: Initial damage reduction is doubled for first round.
| Class Tier | Damage Reduction | Additional Effect |
|---|---|---|
| Journeyman | -4 | — |
| Expert | -5 | — |
| Master | -6 | Also Disadvantage on Athletics checks |
| Legendary | -7 | Also Disadvantage on Athletics and Endurance checks |
Hex of Exhaustion
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained
Effect: Target loses 1 AP at the start of each of their turns while you sustain this hex. They feel drained and sluggish.
Critical Effect: AP loss is doubled for their first turn after the spell is cast.
| Class Tier | AP Loss per Round | Additional Effect |
|---|---|---|
| Journeyman | 1 AP | — |
| Expert | 1 AP | Also -1 hex movement speed |
| Master | 2 AP | Also -2 hex movement speed |
| Legendary | 2 AP | Target cannot gain bonus AP from any source |
Leaden Limbs
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Sustained
Effect: Target’s limbs feel impossibly heavy. While sustained, target cannot spend more than 1 AP on movement per turn, or use any abilities that grant extra movement speed or distance.
Critical Effect: Target’s base movement speed also reduced by 1 hex.
| Class Tier | Additional Effect |
|---|---|
| Journeyman | — |
| Expert | Also -1 hex base movement speed |
| Master | Also -2 hex base movement speed |
| Legendary | Also cannot use Step action |
Maddening Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Class Tier rounds
Effect: Target’s mind fills with violent rage. Target must use all their AP each turn to make attacks against any available targets. Once they’ve spent enough AP for 2 attacks (typically 5 AP), they can use remaining AP to move only. If they cannot attack for any reason, they lose all remaining AP for that turn.
Critical Effect: Duration doubles.
| Class Tier | Duration | Additional Effect |
|---|---|---|
| Journeyman | Class Tier rounds | — |
| Expert | Class Tier rounds | Also attacks closest target (cannot choose) |
| Master | Class Tier minutes | Also has Disadvantage on attacks |
| Legendary | Class Tier minutes | Must attack allies if no enemies in range |
Nightmare Weaving
Level: Journeyman
Mana Cost: 2
Range: Touch
Target: One sleeping creature
Duration: Special
Effect: Spend 10 minutes performing a ritual over a sleeping target to plant a specific nightmare in their mind. Choose the nightmare’s theme:
- Betrayal: Learn who target trusts most
- Loss: Learn what target values most (person, object, ideal)
- Failure: Learn target’s greatest fear or insecurity
- Guilt: Learn a secret they’re ashamed of
Upon waking, target believes the nightmare was a prophetic vision. They have Disadvantage on Willpower checks for the entire day as the nightmare haunts them.
Critical Effect: You can also implant a false memory related to the nightmare that target believes is real for the next 24h after waking
| Class Tier | Additional Effect |
|---|---|
| Journeyman | — |
| Expert | Learn two categories of information |
| Master | Disadvantage lasts 3 days |
| Legendary | False memory becomes permanent unless magically removed |
Puppeteer’s Touch
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Instant
Effect: Command target to use their next action exactly as you specify (single specific action only: “attack that enemy,” “move to that hex,” “drop your weapon,” “drink that potion,” etc.). Target automatically obeys unless the command would put them in extreme mortal danger (jumping off cliffs, walking into fire, attacking obviously far superior foes), in which case they can make a Willpower save to resist.
After being affected by this spell, the target is immune to it for 24h.
Critical Effect: Target cannot make Willpower save even if in extreme danger.
| Class Tier | Additional Effect |
|---|---|
| Journeyman | — |
| Expert | Can specify 2 sequential actions |
| Master | Target has Disadvantage on Willpower saves |
| Legendary | Can command 1 full turn |
Razor Wind
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Instant (Persistent effect)
Effect: Invisible blades of wind slice at target continuously. Target takes Persistent Slashing damage per round for Class Tier rounds. Whenever target moves, they take additional 2 damage per hex moved as the wind cuts deeper.
Critical Effect: Duration doubles.
| Class Tier | Persistent Damage | Movement Penalty |
|---|---|---|
| Journeyman | 8/round | — |
| Expert | 12/round | +3 damage per hex moved |
| Master | 16/round | +3 damage per hex moved |
| Legendary | 20/round | +4 damage per hex moved |
Reflective Scrying
Level: Journeyman
Mana Cost: 2
Range: Touch
Target: Any reflective surface
Duration: 1 hour
Effect: Touch a mirror, water surface, or other reflective material and name a specific person you have met before. For the duration, you can observe them as if looking through a window, but only when they are near reflective surfaces (mirrors, water, polished metal, etc.). The target may notice strange behavior in their reflection if they critically succeed on a Perception check.
Critical Effect: Duration is doubled.
| Class Tier | Duration |
|---|---|
| Journeyman | 2 hours |
| Expert | 4 hours |
| Master | 8 hours |
| Legendary | 24 hours |
Rope Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: Class Tier rounds
Effect: Target becomes Restrained. They can attempt to break free using Athletics or Agility checks as normal for the Restrained condition.
Critical Effect: Duration is doubled.
| Class Tier | Duration | Additional Effect |
|---|---|---|
| Journeyman | Class Tier rounds | — |
| Expert | Class Tier rounds | Target has Disadvantage on escape attempts |
| Master | Class Tier minutes | Target takes 2 damage when attempting to escape |
| Legendary | Class Tier minutes | Escape requires Hard Success instead of Normal Success |
Seizing Hex
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature
Duration: 2 rounds
Effect: Target’s body locks up and seizes. Target becomes Stunned for 2 rounds, as the status effect.
Critical Effect: Duration extends by 1 round.
| Class Tier | Duration | Additional Effect |
|---|---|---|
| Journeyman | 2 rounds | — |
| Expert | 3 rounds | Target also knocked Prone |
| Master | 3 rounds | Target cannot move at all |
| Legendary | 4 rounds | Target Paralyzed instead of Stunned |
Spreading Curse
Level: Journeyman
Mana Cost: 2
Range: 8 hexes
Target: One creature currently affected by your Novice spell
Duration: Special
Effect: Choose one enemy currently affected by one of your Novice spells. All enemies adjacent to that target are immediately affected by the same Novice spell. If the original spell is sustained, the copied effects last for 2 rounds (cannot be sustained) on the new targets. If the original spell has fixed duration, the copies use the remaining duration from the original.
Critical Effect: Spreads to all enemies within 2 hexes instead of just adjacent.
| Class Tier | Additional Effect |
|---|---|
| Journeyman | — |
| Expert | — |
| Master | Copied sustained spells last 3 rounds |
| Legendary | Copied sustained spells last 4 rounds |
Witch’s Eye
Level: Journeyman
Mana Cost: 2
Range: Touch
Target: One object belonging to specific person
Duration: Sustained up to maximum duration
Effect: Touch an object that belongs to someone (worn clothing, personal item, weapon, jewelry, etc.). You see visions of the owner’s current location and their immediate surroundings. The visions are cryptic and dream-like - you see the general scene but details may be symbolic, blurred, or unclear. Requires concentration to maintain.
Critical Effect: Visions become crystal clear with perfect detail for the entire duration.
| Class Tier | Max Duration (minutes) |
|---|---|
| Journeyman | 10 |
| Expert | 20 |
| Master | 30 |
| Legendary | 60 |
Withering Presence
Level: Journeyman
Mana Cost: 2
Range: Self
Target: All enemies within 2 hexes
Duration: Sustained
Effect: Your presence drains the vitality of those near you. While sustained, all enemies within 2 hexes of you have Disadvantage on Endurance checks and deal -4 damage on all attacks and spells.
Critical Effect: Aura extends to by 1 additional hex for the first round.
| Class Tier | Damage Reduction | Additional Effect |
|---|---|---|
| Journeyman | -4 | — |
| Expert | -6 | Disadvantage on Endurance and Athletics |
| Master | -8 | Disadvantage on all Physical checks |
| Legendary | -12 | Enemies also lose 1 HP per round in aura |