Various magically inclined individuals dabble in the art of using and creating hexes, cursing their enemies.
Prerequisite(s): Must be a Spellcaster
Curse: Choose a target within 6 squares and make a Spellcasting attack against their Mental Defense or Bodily Defense (your choice). If choosing to hit their Bodily Defense the target receives a -1 to their move speed as well as a -4 to Physical Defense. If choosing to hit their Mental Defense, the target receives a -1 to attack and damage. Curse's effects lasts 1 round plus an additional 1 for every point in your Secondary Attribute. Doing so costs 6 MP and does not stack but instead resets the duration on subsequent hits.
Evil Eye: Spend 1 MP per round in order to keep this active; while it is active any opponent within 8 squares attempting to attack you has a Spellcasting attack made against their Bodily Defense. On a successful hit they lose 1d8 points of Stamina. If this would reduce them below the Stamina needed to spend to attack, the remaining Stamina is spent but the attack is wasted.
Uncontrolled Loathing: You can spend 15 MP and spend 6 Stamina in order to make a Spellcasting attack against an adjacent opponent's Mental Defense, and on a successful hit they are forced to attack themselves for 1d4 rounds + 1 round per every 2 points in your Secondary Attribute. If they would be unable to attack themselves, they instead lose their turn.
Venomous Aura: Enemies within a 4 square radius of you suffer a -4 penalty to Bodily Defense against diseases and poisons.
Indolent Aura: Enemies within a 4 square radius of you suffer a -4 penalty to Physical Defense if they attempt to dodge or parry.
Distracting Aura: Enemies within a 4 square radius of you suffer a -4 penalty to Mental Defense.
Fool's Aura: Everyone within a 6 square radius of you (including yourself) suffer a -2 penalty to all Defenses.
Encroaching Chill: You can spend 2 MP on your turn in order to double the radius of a single auras you have active (not just from this talent tree), and you can spend this MP multiple times and each time choosing another aura to receive this benefit. The doubled radius lasts until your next round if you do not maintain the radius' extended range.