Hex
Nightsister MagickDark- Cost
- 2 FP
- Activation
- Action
- Range
- 30 ft
- Recommended Lv
- Lv 1+
Effect
As an Action, you mutter a dark incantation against a creature you can see within 30 ft. The target must make a Wisdom saving throw (DC = 8 + your Proficiency Bonus + your Wisdom modifier). On a failed save, it has disadvantage on its next attack roll and its next ability check before the end of its next turn. On a success, it is unaffected.
At the Table
A Nightsister, hunted across the spore-lit ravines of Dathomir, points a finger at the lead bounty hunter forty paces off and rasps a curse — burning 2 FP for the Action. He's well inside the 30-ft reach, and your DC is brutal (8 + proficiency + WIS). He rolls his Wisdom save and fails: now his next shot at you comes with disadvantage, and the careful Investigation check he was about to make to find your trail goes sour too, both before the end of his turn. One muttered incantation, and the hunter is suddenly fighting blind.
In the Lore
Hex is a hallmark of the Nightsisters of Dathomir, the witch-clan who bent the dark side of the Force into ritual "magick" — curses, incantations, and spirit-summoning rather than the disciplined Control/Sense/Alter training of the Jedi. Mother Talzin, matriarch of the clan, and her acolyte Asajj Ventress are the tradition's most infamous practitioners, weaving hexes and dark sorcery across The Clone Wars. The art outlived Talzin's coven: Morgan Elsbeth carried Dathomiri witchcraft into the wider galaxy, and the survivor Merrin wields the same green-fire magick in Jedi: Fallen Order and Jedi: Survivor. A spoken curse that saps an enemy's aim and focus sits squarely within this canon of malediction and ill-wishing.