Journeyman Spell Summary Table

Spell NameDescription
Blinding HexInflict Blind status
Contagious FearArea fear effect that spreads between adjacent enemies
Crippling HexSustained severe movement speed reduction
Crushing HexPersistent Bludgeoning damage, prevents Step action
Hemorrhage HexPersistent Bleed damage, halves healing received
Hex of EnfeeblementSustained damage reduction on all attacks and spells
Hex of ExhaustionSustained AP loss each round
Leaden LimbsSustained prevention of Sprint and bonus movement
Maddening HexForce target to attack with all AP each turn
Nightmare WeavingPlant nightmare to learn secrets and inflict all-day disadvantage
Puppeteer’s TouchForce single action of your choice
Razor WindPersistent Slashing damage plus movement penalty
Reflective ScryingScry on target through reflective surfaces
Rope HexInflict Restrained status
Seizing HexInflict Stunned status briefly
Spreading CurseCopy Novice spell to adjacent enemies
Witch’s EyeScry through object belonging to target
Withering PresenceSustained 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 TierDuration (rounds)
Journeyman2
Expert3
Master4
Legendary5

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 TierDuration (rounds)Additional Effect
Journeyman2
Expert3
Master4Target’s allies make saves at Disadvantage.
Legendary5Fear 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 TierMovement ReductionAdditional Effect
Journeyman-4 hexes
Expert-4 hexesMust spend 2 AP to Take a Step
Master-5 hexesCannot Take a Step
Legendary-6 hexesTarget 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 TierPersistent DamageAdditional Effect
Journeyman4/round
Expert4/roundAlso -1 hex movement speed
Master5/roundAlso -2 hex movement speed
Legendary6/roundAlso 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 TierPersistent DamageAdditional Effect
Journeyman8/round
Expert12/roundHealing reduced to 1/3
Master16/roundHealing reduced to 1/4
Legendary20/roundNo 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 TierDamage ReductionAdditional Effect
Journeyman-4
Expert-5
Master-6Also Disadvantage on Athletics checks
Legendary-7Also 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 TierAP Loss per RoundAdditional Effect
Journeyman1 AP
Expert1 APAlso -1 hex movement speed
Master2 APAlso -2 hex movement speed
Legendary2 APTarget 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 TierAdditional Effect
Journeyman
ExpertAlso -1 hex base movement speed
MasterAlso -2 hex base movement speed
LegendaryAlso 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 TierDurationAdditional Effect
JourneymanClass Tier rounds
ExpertClass Tier roundsAlso attacks closest target (cannot choose)
MasterClass Tier minutesAlso has Disadvantage on attacks
LegendaryClass Tier minutesMust 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 TierAdditional Effect
Journeyman
ExpertLearn two categories of information
MasterDisadvantage lasts 3 days
LegendaryFalse 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 TierAdditional Effect
Journeyman
ExpertCan specify 2 sequential actions
MasterTarget has Disadvantage on Willpower saves
LegendaryCan 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 TierPersistent DamageMovement Penalty
Journeyman8/round
Expert12/round+3 damage per hex moved
Master16/round+3 damage per hex moved
Legendary20/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 TierDuration
Journeyman2 hours
Expert4 hours
Master8 hours
Legendary24 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 TierDurationAdditional Effect
JourneymanClass Tier rounds
ExpertClass Tier roundsTarget has Disadvantage on escape attempts
MasterClass Tier minutesTarget takes 2 damage when attempting to escape
LegendaryClass Tier minutesEscape 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 TierDurationAdditional Effect
Journeyman2 rounds
Expert3 roundsTarget also knocked Prone
Master3 roundsTarget cannot move at all
Legendary4 roundsTarget 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 TierAdditional Effect
Journeyman
Expert
MasterCopied sustained spells last 3 rounds
LegendaryCopied 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 TierMax Duration (minutes)
Journeyman10
Expert20
Master30
Legendary60

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 TierDamage ReductionAdditional Effect
Journeyman-4
Expert-6Disadvantage on Endurance and Athletics
Master-8Disadvantage on all Physical checks
Legendary-12Enemies also lose 1 HP per round in aura