Cackle question


Rules Questions


If someone uses evil eye and the enemy makes the save, it only lasts for one round. So to use cackle to extend that, would they have to use it immediately or would they not have a chance?
Also, could cackle be used to extend the duration indefinitely? If the player kept cackling over and over every turn, would it last until they stopped?

TLDR: 1 round effects on enemies. Do they end at the end of the round, enemies, or your turn?
Does cackle extend hexes forever?


Yes and yes.


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Yes. Best part of being a witch.

Fortune also gets extended as long as the witch keeps cackling and is within 30'.

You can extend the 30' limitation to 1 mile by using scar.

Yes, that means the witch can sit by the fireplace at home and cackle all day and the scarred target will continue to be under the effects.


darth_borehd wrote:

Yes. Best part of being a witch.

Fortune also gets extended as long as the witch keeps cackling and is within 30'.

You can extend the 30' limitation to 1 mile by using scar.

Yes, that means the witch can sit by the fireplace at home and cackle all day and the scarred target will continue to be under the effects.

There has been much debate over the witch abilities as they aren't written well. The FAQs have updated enough to clarify these, look under Witch.

If a creature is the target of the evil eye hex regardless of save it can't be affected by it for 24 hours per written. This is were it gets complicated and most people say forever cackle regardless of save. Which is ignoring the save rule in the ability itself, and 24 hour rules of the ability as well.

If they don't save they are affected by the hex until the duration ends. Cackle can extend for 1 round with a move action if the creature is within 30 feet. GM/player should move creatures out of range for 1 round, then cackle can't infinite loop, and can't be cast on them again.

If they make the save, the hex lasts 1 round. The creature can't be affected by that hex again for 24 hours. In this case cackle can't extend the failed hex.

Now for the fun part. Any hex that has a save negates feature, gets a new save every cackle to end the hex. Either that or we take the cackle as written it extends it for 1 round, and no more. There is no spell, ability, SU, EX that has no save, and infinite duration. This is just players, or GM's abusing bad writing.

The witch is a powerful in short ranges, and if creatures are dumb, or the GM isn't informed. The witch is a tool to those that know how to move 30 feet, or that you can't extend a failed ability with a cackle.

The other issue is that cackle is a verbal hex, so anyone within I would say 100 feet would hear it, 500 feet DC 10 to hear it. So cackling for 10 rounds is likely to cause backup to show up. The scar hex wouldn't work on cackle as written. It's a verbal hex. Not unless the witch wants to attract everything within 1 mile if allowed.

The key thing is that rules can be iffy, figure out a way to have fun with your players, or as a GM without giving them grief. If a player wants to play the rules as written then find creative ways to challenge them with those rules.


Straph wrote:
darth_borehd wrote:

Yes. Best part of being a witch.

Fortune also gets extended as long as the witch keeps cackling and is within 30'.

You can extend the 30' limitation to 1 mile by using scar.

Yes, that means the witch can sit by the fireplace at home and cackle all day and the scarred target will continue to be under the effects.

There has been much debate over the witch abilities as they aren't written well. The FAQs have updated enough to clarify these, look under Witch.

Hey Straph, welcome back, this thread has been dead for a while. They're probably not going to reply.

Straph wrote:
If a creature is the target of the evil eye hex regardless of save it can't be affected by it for 24 hours per written.

Just so you know, Evil Eye doesn't have the text for "once per 24 hours". You can re-"cast" it on the same enemy every round if you like. Here's the FAQ:

Yes. As long as you apply a different penalty with each use of the hex (AC, ability checks, attack rolls, saving throws, or skill checks), you can have multiple penalties on the same target. Applying the same hex penalty to a target just resets the duration to the most recent use of the hex.

Example: On round 1, you hex the target's AC. On round 2, you hex the target's attack rolls, so the target now has two evil eye hexes on it. On round 3, you hex the target's saving throws, so it now has three evil eye hexes on it. On round 4, you hex its AC again, resetting the duration of the AC-hex (which does not add an additional –2 penalty to its AC). The same thing would happen if two witches were using evil eye on the same target--as long as each evil eye hex applied a penalty to a different thing, they'd all apply.
This doesn't violate the general rule for stacking penalties--each evil eye effect is basically a different source, even though they stem from the evil eye hex (the evil eye hex is much like 5 separate weak hexes under a common umbrella). In the same way that multiple castings of bestow curse on the same target should stack as long as they do different things (penalize Strength, penalize Dex, penalize attack rolls, take no action, and so on), multiple uses of the evil eye hex stack as long as they're targeting different game statistics.

So feel free to Evil Eye to your hearts content.

Straph wrote:
Now for the fun part. Any hex that has a save negates feature, gets a new save every cackle to end the hex. Either that or we take the cackle as written it extends it for 1 round, and no more. There is no spell, ability, SU, EX that has no save, and infinite duration. This is just players, or GM's abusing bad writing.

I'm not sure where you're getting this. You absolutely can infinitely extend a hex with Cackle. Eventually you'll need to eat/sleep/do something that stops you from cackling, and even if you go for hours without that there are going to be some social penalties if you walk around laughing maniacally. As far as combat is concerned though, you can absolutely extend a hex until the combat is finished.

Straph wrote:
The scar hex wouldn't work on cackle.

Hmmm... I always thought you could, but on reading it again you might be right here.

Anyway if you want to start a conversation about this you're probably better off starting a new thread.


Straph wrote:
There has been much debate over the witch abilities as they aren't written well. The FAQs have updated enough to clarify these, look under Witch.

Aside from being completely incorrect about how the abilities work, you were correct that a GM should be smart and play around them by moving creatures away and forcing the witch between moving and cackling or moving and hexing.


Yeah didn't realize how old this thread was, just wandering though the forums looking at stuff.

Yes that is correct, I've been looking through so many of the witch's abilities. Must have confused it with miss fortune.

It would seem that you can just infinite cast cackle to renew your hexes regardless of original duration. Interesting if not slightly broken.

Not really gonna start a new thread, it's like beating a dead horse at this point lol.

Good chat though.


willuwontu wrote:
Straph wrote:
There has been much debate over the witch abilities as they aren't written well. The FAQs have updated enough to clarify these, look under Witch.
Aside from being completely incorrect about how the abilities work, you were correct that a GM should be smart and play around them by moving creatures away and forcing the witch between moving and cackling or moving and hexing.

Well not completely wrong, but you're more than welcome to express your opinions. It's kind of what the forums are for. Though I'd ditch the attitude problem, and snarky comments. Unless you're the huff and puff and blow your house down type of person. Maybe try being nice, might suite you better, or is it suit... I always get the two mixed up.


I think its suit. As in try this on for size.

Silver Crusade

Pathfinder Adventure Path Subscriber
Straph wrote:
willuwontu wrote:
Straph wrote:
There has been much debate over the witch abilities as they aren't written well. The FAQs have updated enough to clarify these, look under Witch.
Aside from being completely incorrect about how the abilities work, you were correct that a GM should be smart and play around them by moving creatures away and forcing the witch between moving and cackling or moving and hexing.

Well not completely wrong, but you're more than welcome to express your opinions. It's kind of what the forums are for. Though I'd ditch the attitude problem, and snarky comments. Unless you're the huff and puff and blow your house down type of person. Maybe try being nice, might suite you better, or is it suit... I always get the two mixed up.

You know what, between your meltdown here and here, I'd step back and think a bit about how you communicate with others.


Let's not start a fight here.

Anyone who leaves this thread without replying wins 10 internet points.

Liberty's Edge

MrCharisma wrote:

Let's not start a fight here.

Anyone who leaves this thread without replying wins 10 internet points.

But no one will know that, so -10 internet point for that. ;-)

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