Pochy's D&D ReferenceCampaignsTransdimensional CouncilFeatsCarve Hoodoo

Carve Hoodoo

You can carve various magical effects into items and flesh.

Prerequisites: Craft (calligraphy, paintings, or tattoos) 5 ranks, caster level 8th.

Benefit: You can carve hoodoos into items and the flesh of a willing or helpless creature. Both you and the recipient of the hoodoo (if the recipient is not yourself) must be present during the entire carving process.

Hoodoos can provide passive effects and can have active effects that are triggered by some behavior on the part of the subject.

You can carve an amount of hoodoos equal to twice your Hexes known. Hoodoos remain until a new hoodoo is carved and the Witch has no remaining hoodoo points.

A single hoodoo can have multiple effects, however this consumes the same amount of hoodoos as if separate hoodoos. Although multiple hoodoos can be placed on a single target, no more than one effect can be used on the same target.

Passive Effects

  • +1 or -1 on ability scores.
  • +1 or -1 on attack rolls.
  • +1 or -1 on saves.
  • +1 or -1 on ability and skill checks.
  • +5 feet of movement.

Active Effects

Active effects can only trigger once per day and, once triggered, remain active for an amount of rounds equal to the Witch’s Intelligence modifier. If an active effect would benefit or harm the target as a passive effect, the active effect replaces the passive effect for its duration.

  • -4 decrease to an ability score.
  • +2 increase to an ability score.
  • +2 or -2 penalty on attack rolls, saves, ability checks, and skill checks.
  • Target has 75% chance to act normally; otherwise, it takes no action.
  • 0-level, 1st level, and 2nd level prepared spells may be used as an Active Effect. The CL for these spells are equal to the Witch’s CL.
  • +25 feet of movement.

Carve Hoodoo, Greater

Prerequisites: Craft (calligraphy, paintings, or tattoos) 7 ranks, caster level 13th.

Description

Greater Carve Hoodoo functions as above except with the following changes:

  • Any Hex that the Witch has learned can be used as part of the hoodoo. Hexes that apply only to the Witch can only be used with hoodoos on herself.
  • Any spell the Witch has prepared may be used as an Active Effect.

Passive Effects

  • +2 or -2 on ability scores.
  • +2 or -2 on attack rolls.
  • +2 or -2 on saves.
  • +2 or -2 on ability and skill checks.
  • +10 feet of movement.

Active Effects

  • -6 decrease to an ability score.
  • +4 increase to an ability score.
  • -4 or +4 penalty on attack rolls, saves, ability checks, and skill checks.
  • Target has 25% chance to act normally; otherwise, it takes no action.
  • +30 feet or double movespeed.

Greater hoodoos cannot be dispelled, but can be removed with break enchantment, limited wish, miracle, remove curse, or wish spell.