Manifest Will
You unleash energy from the broken connection to your patron. You are Concealed from creatures beyond the edge of the emanation but can't use that concealment to Hide. Any creature that begins its turn in the emanation is affected based on your patron's tradition.
Aura: Manifest Will
- •Arcane Raw energy and magical formulae circulate around you. A creature that begins its turn in the emanation gains weakness 1 to spell damage for 1 round.
- •Divine Divine power crashes in a cycle of life and death. A living or undead creature that begins its turn in the emanation gains 2 temporary Hit Points for 1 round. This effect has the spirit trait.
- •Occult Esoteric symbology etches the air. An allied creature that begins its turn in the emanation has Lesser Cover while inside the emanation, and for 1 round after it leaves.
- •Primal Plants and fungus symbolic of your patron constantly grow and wither in the emanation. A creature that begins its turn in the emanation has a –10-foot status penalty to all its Speeds for 1 round or until it Escapes. This effect has the fungus, plant, and wood traits. Spell Effect: Manifest Will
Heightened (+1) An arcane manifestation increases its weakness by 1 and a divine manifestation increases its temporary Hit Points by 2.
Traits
An aura is an emanation that continually ebbs out from you, affecting creatures within a certain radius. Aura can also refer to the magical signature of an item.
A spell you can cast at will that is automatically heightened to half your level rounded up.
An action with this trait requires a degree of mental concentration and discipline.
A hex is a spell caused by your patron's direct attention and intervention. Your patron does not take well to being disturbed repeatedly, so you can cast only one spell that has the hex trait each turn; attempts to use a second automatically fail and usually cause your familiar to hiss in displeasure as your patron rejects your call.
This indicates abilities from the witch class.