void createHexes() { benefit_of_wisdom = hex_engine.createBenefitOfWisdom(prefix + "BenefitOfWisdom", "Benefit of Wisdom", "The shaman relies on wisdom rather than intellect to gain and retain knowledge. She can use her Wisdom modifier instead of her Intelligence modifier on all Intelligence-based skill checks." ); brain_drain = hex_engine.createBrainDrain(prefix + "BrainDrain", "Brain Drain", $"As a standard action, the shaman violently probes the mind of a single intelligent enemy within 30 feet. The target can attempt a Will saving throw to negate the effect. If it succeeds, it immediately knows the source of the mental prying; otherwise, it’s wracked with pain and takes 1d{BalanceFixes.getDamageDieString(DiceType.D4)} points of damage for every 2 levels the shaman possesses.\n" + "This is a mind-affecting effect. Once she successfully affects a creature, she cannot use this hex on that creature again for 24 hours." ); confusion_curse = hex_engine.createConfusionCurse(prefix + "ConfusionCurse", "Confusion Curse ", "The shaman’s command of lore can cause weaker minds to become mired in confusion. The shaman chooses a single intelligent target within 30 feet. That creature must succeed at a Will saving throw or become confused for a number of rounds equal to the shaman’s Charisma modifier (minimum 1). Once affected by this hex, the creature cannot be the target of this hex again for 24 hours." ); mental_acuity = hex_engine.createMentalAcuity(prefix + "MentalAcuity", "Mental Acuity", "Shaman receives +1 inherent bonus to her intelligence. This bonus increases by 1 for every 5 shaman levels." ); hexes = new BlueprintFeature[] { benefit_of_wisdom, brain_drain, confusion_curse, mental_acuity, }; }