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Hi All just wanted to check if this was legal

It seems a bit exploity but the effect ins't really gamebreaking so perhaps its just a good trick to use when playing a witch.

Basicall take Evil Eye as the example

Your turn starts
You Hex somone with Evil Eye, they make thier save they are still hexed for 1 round (being this round)
You then use your move action to cackle extending the effect by 1 round to 2 rounds.

So basically even with a save your target has no chance of escaping their evil eye as long as you keep cackling even if they make the inital save.

Or am I misreading the wording and that A will save reduces this to just 1 round means thats the limit of the effect and you can't extend it ?

Oh one other question can you double cackle in a single round being a move action as you can techincally cackle twice using you std action as a move action.


Phasics wrote:

Hi All just wanted to check if this was legal

It seems a bit exploity but the effect ins't really gamebreaking so perhaps its just a good trick to use when playing a witch.

Basicall take Evil Eye as the example

Your turn starts
You Hex somone with Evil Eye, they make thier save they are still hexed for 1 round (being this round)
You then use your move action to cackle extending the effect by 1 round to 2 rounds.

So basically even with a save your target has no chance of escaping their evil eye as long as you keep cackling even if they make the inital save.

Or am I misreading the wording and that A will save reduces this to just 1 round means thats the limit of the effect and you can't extend it ?

Oh one other question can you double cackle in a single round being a move action as you can techincally cackle twice using you std action as a move action.

I take it there's no official ruling on this ?


As a DM I would allow the cackle to extend duration, but I wouldn't allow the player to know if the character made the save or not. So the cackle would extend the effect by 1 round, but it might be a waste of a move action. Overall it isn't overpowering so with proper playing it should work. I assume your character plans on doing other things besides cackling to keep 1 opponent with a -2 or -4 penalty, probably making yourself a target.


Sunaj Janus wrote:
As a DM I would allow the cackle to extend duration, but I wouldn't allow the player to know if the character made the save or not. So the cackle would extend the effect by 1 round, but it might be a waste of a move action. Overall it isn't overpowering so with proper playing it should work. I assume your character plans on doing other things besides cackling to keep 1 opponent with a -2 or -4 penalty, probably making yourself a target.

plan would be

1st round Evil Eye then cackle to know that next round they are at -2 or -4 no matter what and then followup with a spell and know for a fact thier Will save will be lower as a result giving a better chance to have the spell hit. Or keep stacking on different Hex's and extending them all with cackle after the save.

Renders you imobile but no more than any other caster using move actions to maintain spells


Sunaj Janus wrote:
As a DM I would allow the cackle to extend duration, but I wouldn't allow the player to know if the character made the save or not.

This goes against the general rule...

Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

--Vrock and Cackle!


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