Unravel Knowledge
Your patron reaches into the target's mind, plucking out their past training like pulling a thread from a cloth. Choose a single action, activity, or spell you know the target can use, such as from seeing it previously or identifying the creature's capabilities with a Recall Knowledge check. You could select, for example, the Strike action, the Disarm action, a dragon's breath, or the Haste spell if you were aware the target could use them. The target attempts a Will save.
Success The target is unaffected.
Failure The target's memories of their ability grow foggy. The first time they use the chosen ability each round, they take 3d8 mental damage. This ability is less effective if you choose an ability almost anyone can use; the target takes 3d4 mental damage instead if you choose a basic action (such as Strike, Stride, or Raise a Shield) or a skill action that can be used untrained (such as Demoralize or Hide).
Critical Failure As failure, and the target takes a –2 status penalty to any check or DC for the ability the first time they use it each round.
Spell Effect: Unravel Knowledge
Heightened (+1) The damage increases by 1d8, or by 1d4 for a basic action or untrained skill action.
Traits
An action with this trait requires a degree of mental concentration and discipline.
Focus spells are a special type of spell attained directly from a branch of study, from a deity, or from another specific source. You can learn focus spells only through special class features or feats, rather than choosing them from a spell list. Furthermore, you cast focus spells using a special pool of Focus Points—you can't prepare a focus spell in a spell slot or use your spell slots to cast focus spells; similarly, you can't spend your Focus Points to cast spells that aren't focus spells.
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.
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can't perform actions with this trait. Manipulate actions often trigger reactions.
A mental effect can alter the target's mind. It has no effect on an object or a mindless creature.
This indicates abilities from the witch class.