Limiting the slumber hex in our campaign


Homebrew and House Rules


So, I'm playing a 6th level witch in a PF campaign where the other 2 characters (as well as the setting) have been "refurbished" from 3.5. The DM and the other players (whose characters are both 7th level) think the slumber hex is OP. I do partially agree with them, and anyway I'm willing to collaborate for the common good. I offered to swap the hex with another one, but the DM said it is sufficient that it be limited in some way. As I like the hex for its effects and flavorwise, I accepted and thought of some solutions.
Of course, for the others the main problem is that the hex is an "at will" power. For me, the main problem is that my witch ends out doing only that, because it is the quickest and deadliest option against our enemies so far.
I then considered four types of limitations:

- To limit the number mechanically.

- A sort of balance where the witch's hexes (or the offensive ones) should be kept (e.g. the ratio slumber:misfortune).

- Make that hex a rechargeable power (e.g. the witch can use it up to a small number of times, then the pool recharges whenever a certain condition is met. But I couldn't think of many interesting conditions: for example, when someone is killed after having been put to sleep via slumber; but normally cdg is not performed by the witch).

- To leave it at will but with significant drawbacks: the witch may use the slumber hex freely a given number of times daily, and may exceed that number if she wants. However, when she does that, upon resting she has to roll a Will save with a DC of 15 + the exceeding number of uses of that hex. On a failed save, she suffers the effect of a nightmare spell. It should be noted that "uses" refers to the number of creatures that the witch targets with the hex (she has also the feat accursed hex).

I talked then to the DM and we thought of the last as the most interesting method (in fact it was he who proposed that there should be anyway a free amount, while I was proposing that the check would be automatical when the witch used the hex, but with a DC of 10+number of uses), as it fits also the pactional nature of the witch's magic. I would like to hear opinions on the approach and possible other ideas. If we are going to implement that last method, we should fix the number of free uses (once per level? half the level + INT bonus? I would say the latter, but right now it's 9 which may be considered a lot - anyway the campaign is painfully slow for a number of reasons, so we don't level up that often) and the nightmare spell's DC (15 + the exceeding number of uses?).
Thanks in advance for your attention


Before I give an answer, I'd really like to know what about it, specifically, makes the GM and your two fellow players feel it is overpowered.


Da'ath wrote:
Before I give an answer, I'd really like to know what about it, specifically, makes the GM and your two fellow players feel it is overpowered.

It can trivialize encounters quite easily. You'll note that most sleep-type spells in the game have a limit on HD they can affect. The reason for that is given above :)

I'll be keeping an eye to this thread.

Dark Archive

Crazy idea: when the opponent saves, the sleep effect backlashes onto you, stunning you. Staggering if stunning seems like too much.

Grand Lodge

You have to do what is best for your group.

I do not feel that the Sleep Hex is at all overpowered. I've DMed two campaigns with a Witch, one through high level, and I've played in two campaigns with them, one to epic level and one just for a few levels and we stopped the game.

Here's my opinion, whether it will be useful for your group in your gaming style I can't say: The DM should keep in mind a few things,...

1) Every once in a while there should be an encounter where the Sleep Hex greatly helps the party -- just like there should be an occasional encounter where the Rogue's Sneak Attack, the Monk's Movement, the Ranger's Favored Enemy, etc., etc. greatly help the party.

2) Every once in a while there should be an encounter where the Witch's Sleep Hex is completely useless -- Undead, Elves, Constructs, a few other things that are immune to Sleep; and the times where there's so many things to fight that you can use a Standard Action to make one Sleep but 20 other monsters can just wake it up on their turn in initiative making the Witch's Round wasted -- or face something with an uber Will Save. Sometimes the Hex should be useless. (Likewise with the Rogue's Sneak Attack, etc., etc.)

3) Browse some of the older Threads regarding the Sleep Hex and make sure you're doing it right. There's plenty of complicated RAW involved and it's good to know what you're doing is on the up-and-up before you decide to redesign it.


I agree with W E Ray that I don't think the Slumber hex is over powered. However, if I were to limit it, all I would do is make it scale: you can only use it on creatures who have no more HD than you do.


Da'ath wrote:
Before I give an answer, I'd really like to know what about it, specifically, makes the GM and your two fellow players feel it is overpowered.

I guess the two players, being casters, hate the fact that it is an "effortless" at will power that cannot be dispelled, is not subject to AOOs, etc.. Maybe now they don't realize the witch doesn't have the same spell list they have. They do realize however she cannot go into melee at all. As for the DM, we have not played many encounters but up to now noone saved against the hex, so the witch couldn't really use her feat accursed hex. It's been an all-casters party till now (though a warrior companion is coming soon), so I guess encounters where scaled down, but when we tried a mock-session consisting of only encounters with a PC warrior designed by me on our side and a higher monster CR, there were two characters basically: the warrior and the witch (the only "optimized" characters up to a certain point). There also, noone saved.

Mergy wrote:
Crazy idea: when the opponent saves, the sleep effect backlashes onto you, stunning you. Staggering if stunning seems like too much.

Not bad, I had thought of the familiar falling asleep as well when it succeeded :)

W E Ray wrote:
Browse some of the older Threads regarding the Sleep Hex and make sure you're doing it right. There's plenty of complicated RAW involved and it's good to know what you're doing is on the up-and-up before you decide to redesign it.

Not sure what you're hinting at: I've seen most forums and guides, basically it's a standard action at 9 feet directed to a single target, will save (if not immune), 1 round per level (can be awakened).

Buri wrote:
if I were to limit it, all I would do is make it scale: you can only use it on creatures who have no more HD than you do.

Thanks, that's sensible but I'm not sure it's the best way for us. And it does not encourage much the witch to use other resources she has.


Sure it does. You're bound to face encounters stronger than your party which will likely compose of at least creature with more HD than you. It'd be useless in those cases especially considering you're lower in level to the other players which makes this all more likely for you.


Pretty sure monster HD increase faster than class HD. If you nerf the Slumber hex like that you won't be able to use it on anything at your CR.

Ninja'd!


Slumber (Su): A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, the creature falls asleep for a number of rounds equal to the witch’s level. This hex can affect a creature of any HD. The creature will not wake due to noise or light, but others can rouse it with a standard action. This hex ends immediately if the creature takes damage. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

It's already quite limited as is.

I mean first the target gets a Will save to negate it. Even if they fail it's only rounds per level others can wake it as a standard action or if they get hit for any damage wake up. It also cannot be spammed against someone since it can only be used on a target once a day.


Cheapy wrote:
Da'ath wrote:
Before I give an answer, I'd really like to know what about it, specifically, makes the GM and your two fellow players feel it is overpowered.

It can trivialize encounters quite easily. You'll note that most sleep-type spells in the game have a limit on HD they can affect. The reason for that is given above :)

I'll be keeping an eye to this thread.

Thanks - My current campaign has 2 mid-level (I think 11th level) witches in the group (out of 8 players) that like to try and chain it to control enemies, but I haven't had any real problems with it; I'm sure that's due to my encounter design. My bad guys (when they're team players) tend to aid another a lot, wake each other up, prevent coup de gras, go for the "dirty witches" a lot after their pals take a dirt nap, and so on.

I think the only real problem I see with it is due to the fact it is basically a save or die effect (sleep -> coup de gras) in many cases which you can get at very low levels.


Yeah, limiting it to HD equal to class level or lower is a bad call, it will be completely worthless against many foes due to the nature of the CR system.

I would suggest perhaps a slightly weaker effect. If he doesn't like the save or die aspect, could just nerf it to save or be dazed. Takes a monster out of the fight, but doesn't leave him open to coup de grace.


I'll argue it this little bit - a beginner ability doesn't require the same potency through 20th level. This is in several classes.


StreamOfTheSky wrote:
If he doesn't like the save or die aspect, could just nerf it to save or be dazed. Takes a monster out of the fight, but doesn't leave him open to coup de grace.

Personally, I do like the save-or-die aspect, but it is actually a good idea, thanks! And thanks also for your great guide!


Buri wrote:
However, if I were to limit it, all I would do is make it scale: you can only use it on creatures who have no more HD than you do.

That's probably what I'd go with, too.


How optimized are you? How buffed is the save DC for that slumber hex?
You say no one's ever made a save against it. That sounds like the problem right there. Either you've been hitting easy targets: physical monsters with low Will saves or you're over optimized for the opposition or the GM's just rolled badly.
Even my 20 Int at 1st level Witch didn't always succeed.

Maybe there's something there you can tweak, rather than nerfing the spell.

I'd really hesitate to nerf it based on a small sample of encounters. There are things it doesn't work on. There are things that should have a good chance of making saves. If you don't time it just right to get the coup-de-grace, it can be just a loss of a standard action since it's easy to wake the target up again.


I've played a witch with the Slumber hex, and found it was trivializing some encounters. My idea: limit it's use to when there is more than one opponent. That way the hex helps win the encounter without just deciding it outright.


To OP I think your GM is unaware that someone could just spend a standard action to wake up the target of your slumber hex. Because they wouldn't say it can't be dispelled, when it can be dispelled by anyone not just spell casters.


I found this is another thread, and thought it an interesting solution to capping the maximum HD affected, though I do NOT know how well it would work in play:

Velcro Zipper wrote:
Allow higher HD creatures a bonus to their save or give them a lesser effect: Maybe monsters with higher HD than the witch are only dazed for a single round by the hex or get a +2 or higher bonus on the save?

How about granting them a bonus to their saves based on HD or CR difference? +1 per 2 hit die higher, or even +2?


thejeff wrote:
How optimized are you? How buffed is the save DC for that slumber hex?

22 Int + dreamspeaker elf trait makes DC 20. I offered the DM to drop the trait or drop the +1 to DC in exchange of the spell dream once per day (as per the trait, but I have 14 CHA and not 15). That would've been consistent with the nightmare effect, but he turned down. Btw, not sure the +1 to DC makes a huge difference.

Gignere wrote:
To OP I think your GM is unaware that someone could just spend a standard action to wake up the target of your slumber hex. Because they wouldn't say it can't be dispelled, when it can be dispelled by anyone not just spell casters.

He's aware, problem is that there should be many intelligent and cooperative monsters, which till now is not the case.

Da'ath wrote:

Velcro Zipper wrote:

Allow higher HD creatures a bonus to their save or give them a lesser effect: Maybe monsters with higher HD than the witch are only dazed for a single round by the hex or get a +2 or higher bonus on the save?
How about granting them a bonus to their saves based on HD or CR difference? +1 per 2 hit die higher, or even +2?

Thanks, that's very interesting, we'll think about it


Soul Devourer wrote:
22 Int + dreamspeaker elf trait makes DC 20.

Ok, good to know. I am unlikely to have nearly the same experience you're having with the witch I just started running. At 1st level her slumber hex has a DC 14; by 6th level, where you are, it would only be DC 17.

(Well, 19 or more if she can acquire an INT-boosting headband, but I can't count on that. As our party lacks a Sor/Wiz or a Bard, the spell required to make one would have to be obtained via scroll and UMD.)

EDIT: Or by adding +5 to the crafting DC. Duh.


Another idea, which I may test would be to go with this:

HD -> Failed Save Effect
7+ -> Staggered for the duration.
6 or less -> Sleep for the duration.

Edit: I determined HD requirements by averaging Symbol of Sleep & the Sleep spell. I think it's at a good place, opinion only mind you.

I know I'm "staggered" when I wake up or am drowsy.=P

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, a creature with 6 HD or less falls asleep for a number of rounds equal to the witch’s level; a creature with 7 HD or more is staggered for a number of rounds equal to the witch’s level. A sleeping creature will not wake due to noise or light, but others can rouse it with a standard action and damage immediately awakens the creature. If awakened, the creature is staggered for the remaining duration of the slumber hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.


Our group houseruled coup de grace rather than Slumber. Slumber works as it says on the box, but a coup de grace is just an automatic crit, no fort save. For mooks it amounts to the same thing, but for big bads it's great damage and very useful, but not actually lethal. Generally. We've been playing this way for quite a while, in several groups, and it works out well. (It also makes random PC death slightly less likely when facing paralysing monsters, but honestly we like that too.)
ETA: Also, we love any chance to use crit cards. Might be less fun if you don't.


I really must again disagree with the "HD up to your level" nerf. Most monsters that are much of a threat at all will be outright immune with this set rule. And most intriguingly, the few that *can* still be affected will be things like powerful outsiders or humanoid NPCs w/ class levels, who tend to hover around CR = HD and also tend to feature as "boss" encounters in my experience.

So it's just an all around bad idea.


Da'ath wrote:

Another idea, which I may test would be to go with this:

HD -> Failed Save Effect
7+ -> Staggered for the duration.
6 or less -> Sleep for the duration.

Edit: I determined HD requirements by averaging Symbol of Sleep & the Sleep spell. I think it's at a good place, opinion only mind you.

I know I'm "staggered" when I wake up or am drowsy.=P

Slumber (Su) A witch can cause a creature within 30 feet to fall into a deep, magical sleep, as per the spell sleep. The creature receives a Will save to negate the effect. If the save fails, a creature with 6 HD or less falls asleep for a number of rounds equal to the witch’s level; a creature with 7 HD or more is staggered for a number of rounds equal to the witch’s level. A sleeping creature will not wake due to noise or light, but others can rouse it with a standard action and damage immediately awakens the creature. If awakened, the creature is staggered for the remaining duration of the slumber hex. Whether or not the save is successful, a creature cannot be the target of this hex again for 1 day.

Thanks again, I like the concept but I feel it's too nerfed like that. Maybe scale the HD limit to the witch's level? Anyway, let me know how is it going if you test it.

Also, I'd prefer (being the witch myself :)) dazed rather than staggered, whether with an HD limit or not. Now, if the hex was transformed into a somewhat different one, allowing the witch to daze a single target of any HD for 1 round/level, that would be a mind-affecting effect without "awakening" (note that in this case the list of possible targets somewhat broadens). I do not think this hex would be more powerful than the original one: it's "divide et impera" rather than save-or-die.

threemilechild wrote:


Our group houseruled coup de grace rather than Slumber. Slumber works as it says on the box, but a coup de grace is just an automatic crit, no fort save. For mooks it amounts to the same thing, but for big bads it's great damage and very useful, but not actually lethal. Generally. We've been playing this way for quite a while, in several groups, and it works out well. (It also makes random PC death slightly less likely when facing paralysing monsters, but honestly we like that too.)
ETA: Also, we love any chance to use crit cards. Might be less fun if you don't.

Yes, I do think that cdg is kind of easy due to the usually impossible DC, but your way is just too long :) At the end, it depends on your opinions regarding encounters' duration. I personally think PF has done well to reduce it, but there are some issues. We don't have crit cards unfortunately...


StreamOfTheSky wrote:

I really must again disagree with the "HD up to your level" nerf. Most monsters that are much of a threat at all will be outright immune with this set rule. And most intriguingly, the few that *can* still be affected will be things like powerful outsiders or humanoid NPCs w/ class levels, who tend to hover around CR = HD and also tend to feature as "boss" encounters in my experience.

So it's just an all around bad idea.

Indeed, HD as a fixed or variable limit has its problems. So you would suggest a "dazing hex" working basically as the slumber one (some more targets, no chance to wake up, no cdg)?

Dark Archive

Another option might be to make it like some other 'save or X' effects like hold person, and allow another saving throw each round to snap out of it.

Or it could just daze the target for the duration, putting them into a sleepy state, but not causing them to drop their weapons or fall prone or become helpless for a coup de grace. That would be a significant power-down, but still allow the witch to shut people down fairly reliably for a short time, allowing the group to focus on other targets.


Set wrote:
Another option might be to make it like some other 'save or X' effects like hold person, and allow another saving throw each round to snap out of it.

Thank you, that's an option as well, if we talk about a sleep effect


Re: Soul Devourer - scaling to the level may work, anything beyond is staggered or dazed or whatever.

Re: Dazing Hex or Using Daze for slumber: I think the dazing hex is a great idea, but at that point you're just removing slumber altogether instead of "fixing it," which is perfectly fine (in my opinion).


Soul Devourer wrote:
Set wrote:
Another option might be to make it like some other 'save or X' effects like hold person, and allow another saving throw each round to snap out of it.
Thank you, that's an option as well, if we talk about a sleep effect

Except that the big threat with slumber hex is coup de grace. Usually the same round you fall asleep.

It's easy enough to wake someone up, if the baddies are at all cooperative and the target lives long enough.


thejeff wrote:


Except that the big threat with slumber hex is coup de grace. Usually the same round you fall asleep.
It's easy enough to wake someone up, if the baddies are at all cooperative and the target lives long enough.

Indeed, that would work better with... stunning (or dazing, but then it's again too nerfed). Or perfectly with a "holding hex" (targets saves each round but cannot be awakened, possibility of cdg) :)

Da'ath wrote:


Re: Dazing Hex or Using Daze for slumber: I think the dazing hex is a great idea, but at that point you're just removing slumber altogether instead of "fixing it," which is perfectly fine (in my opinion).

Yes, I'm straying off the path :) Thank you very much to all of you, it's brainstorming!!


IMO, best use of Slumber is to ready* or delay to use it just before an ally's turn who's already in melee, so the fact they can be slapped awake is pretty inconcensequential.

*I like readying better, cause then you can ruin the enemy's turn, like let them move into melee for you, then disrupt their attack. Robbing someone of their turn just makes me feel good inside. Don't know why, it just does.


It sounds to me like the problem isn't the witch. Different classes are powerful at various times in the game. Full casters with enormous spell lists typically come into their full potential in the later levels (this isn't to say they are bad at any point though). The witch trades the better spell list of the wizard for hexes. This changes when they will be strongest compared to other classes.

I've seen the same problem you are having with slumber against the first level spell sleep. It will be useful for you longer then sleep and more worth specializing in, but I don't see this as being a big deal. And if magic that causes encounters to be easy is a problem or theme then your GM should reconsider a party of 3 that is all casters.

Above and beyond all else is the fact that the real issue is not you. Both your witch and your warrior kicked butt, it seems to me that the other players are lagging. Perhaps the GM should spend more time figuring out how they can be better or get their time in the sun then how to best nerf you. Dragging down one player to the level of the others is just lame. Everyone chose how to build their own characters, no one should feel slighted. There are a ton of places to look for info on building or to ask for advise. If they chose ignore those options then they shouldn't be crying about your build.


Different characters shine in different situations. Would you want to nerf a ranger with Favoured Enemy: Undead in an undead-heavy campaign? The GM should vary the encounters a bit, that way, you can't sleep everything.

Something as simple as replacing some humans with half-elves would change the balance of power.

Even giving monsters Iron Will and Imp. Iron Will will make the hex much less likely to stick.

Also, another way to look at it: You have a DC 20 save or die effect. You could build a two-handed fighter that one-shots everything on the roll of a 3. Not much difference. Optimized characters are optimized. Its not the hex that is broken.


Thank you very much also for the last posts. I forwarded the DM this link, and he suggested to keep the slumber hex as it is, limiting the number of uses per day (e.g. 3+INT bonus) AND giving a saving throw each round. Now, that seems to me too much, I'd say either the one or the other. And if it is the second way, then it would be "unnatural" for a sleep effect: in that case, if one can wake up himself, then I'd say others couldn't wake him up... What do you think?


I would suggest a recharge of 1d4 -1 rounds.


Starcoffin wrote:
I would suggest a recharge of 1d4 -1 rounds.

Thanks!! Very good idea!!


Starcoffin wrote:
I would suggest a recharge of 1d4 -1 rounds.

As long as Accursed Hex is modified to let you retry at the earliest opportunity (when it becomes available again), rather than next round. Sure.


StreamOfTheSky wrote:
As long as Accursed Hex is modified to let you retry at the earliest opportunity (when it becomes available again), rather than next round. Sure.

Yes, thank you, I had thought about that problem: much better your way than to retry on the next round if the hex is not "available", or to lose the opportunity (and thus basically the feat)


just roughing out a not-too-nerfish option:

Postulating that the 'once per target per day' limit is explained by the Slumber Hex sticking to the target, win or lose, and that energy must dissipate before the witch can make that change again. Accursed Hex lets you try again? That's because you're SO powerful, you can pile on a second dose.

So count those against the Witch. Say she's got INT mod Slumber Hex dweomerons, and she uses one to throw the Hex, a second to throw the Accursed second Hex... and they stick to the target.

If the target is slain while they stick, or awakened by damage or shaking, the dweomer stays on the target, and is lost to the witch. They are remade by her in 24 hours. (The Accursed 2nd should return immediately, I think, or perhaps more flavorfully, be vacuumed off the fallen foe after the battle. Wait, broomed off, Nature abhors a vacuum.)

If the target runs out the time of the slumber, the dweomer returns to the Witch (but the target's still immune, a lingering taint protects as usual, or with Accursed in the scene, two layers of taint are needed to protect).

So the witch we're talking about will have 6 uses of Slumber, and lose one for every foe Slumbered and killed, and one for every foe Slumbered and awakened roughly. If a foe is Slumbered and allowed to awaken at the end of the Slumber, the use is regained by the witch. And if the witch has used Accursed Slumber, those Accursed uses either do not count against her, or (perhaps) can be regained by the witch as a full-round action while in contact with the foe (or his corpse). Perhaps a DC:?? Spellcraft roll needs to be made, with +DC per INT rounds that have passed since the death of the foe? Perhaps that opens the door to discussions about regaining the un-Accursed uses in a similar way?

Sometimes detail helps flavor, sometimes it's just burden. I can't know what will work for your table. I've tried to keep the above flavorful, and in line with 'ammunition that hits a target is destroyed, ammunition that misses might be regained'.


Soul Devourer wrote:
thejeff wrote:
How optimized are you? How buffed is the save DC for that slumber hex?

22 Int + dreamspeaker elf trait makes DC 20. I offered the DM to drop the trait or drop the +1 to DC in exchange of the spell dream once per day (as per the trait, but I have 14 CHA and not 15). That would've been consistent with the nightmare effect, but he turned down. Btw, not sure the +1 to DC makes a huge difference.

Dreamspeaker doesn't work with Slumber. Slumber is not a spell. A dev posted on it in the rules forums.


What kind of enemies are you mainly fighting? Also how many enemies. Also if you have them fight another spellcaster with a familiar the familiar can wake the sleeping person up.


I'm playing a witch myself, level 8 now, and a good DC on slumber. All I have to say is that it's not overpowered at all.

Leveling up, far too often we came across enemies that were mind or sleep immune. So not only could I not use sleep, I couldn't use evil eye either, and my only useful hex (if it landed) was misfortune. My spells meant far too often I was a limited cure light bot with minor utility.

And even when slumber worked, there rarely was an automatic coup de gras, half the time we were busy with other foes and I was counting the rounds until the enemy woke up again. That is reality.

Our last fight was quite memorable, we were facing a single caster undeground, with resources used up in a previous encounter. Black tentacles shut down our party, and the fight wrapped up with our tank unconcious, our alchemist dead, our wizard fled and spell-less (wizard and I had dimension doored out of the tentacles, tank got free when the tentacles fumbled the maintain grapple check then got blasted by caster).

I had blinked through a wall to get back to the caster without going through the black tentacles, so when the fight wrapped up the caster was blind (my one spell that landed), blindly firing spells trying to hit me, and I was trying to swat him with my prehensile hair, having absolutely 0 other abilities with which I could actually hit him, no way remaining of healing myself or the downed tank, and slumber having failed on the caster. Where slumber did help was in taking out his summons (and him being blind didn't clue in), but even then I lucked out on the save there. When the fight ended I was at 7 hp, any lucky blind fired spell could have taken me out in previous rounds.

What does that long ramble have to do with slumber balanced? As powerful as it can be when the enemy isn't immune or doesn't have friends to wake him, when it fails you gain nothing (no damage done, no action interrupted), and between limited spells and abilities, when it comes down to the witch you give up a lot for these hexes.

Sometimes an overpowered feat/spell/ability is merely the result of the DM/player not properly understanding its use.


Thornborn wrote:

just roughing out a not-too-nerfish option:

Postulating that the 'once per target per day' limit is explained by the Slumber Hex sticking to the target, win or lose, and that energy must dissipate before the witch can make that change again. Accursed Hex lets you try again? That's because you're SO powerful, you can pile on a second dose.

So count those against the Witch. Say she's got INT mod Slumber Hex dweomerons, and she uses one to throw the Hex, a second to throw the Accursed second Hex... and they stick to the target.

If the target is slain while they stick, or awakened by damage or shaking, the dweomer stays on the target, and is lost to the witch. They are remade by her in 24 hours. (The Accursed 2nd should return immediately, I think, or perhaps more flavorfully, be vacuumed off the fallen foe after the battle. Wait, broomed off, Nature abhors a vacuum.)

If the target runs out the time of the slumber, the dweomer returns to the Witch (but the target's still immune, a lingering taint protects as usual, or with Accursed in the scene, two layers of taint are needed to protect).

So the witch we're talking about will have 6 uses of Slumber, and lose one for every foe Slumbered and killed, and one for every foe Slumbered and awakened roughly. If a foe is Slumbered and allowed to awaken at the end of the Slumber, the use is regained by the witch. And if the witch has used Accursed Slumber, those Accursed uses either do not count against her, or (perhaps) can be regained by the witch as a full-round action while in contact with the foe (or his corpse). Perhaps a DC:?? Spellcraft roll needs to be made, with +DC per INT rounds that have passed since the death of the foe? Perhaps that opens the door to discussions about regaining the un-Accursed uses in a similar way

Thank you vey much, that is also a good idea, but I think we're going to test a recharge of 1d4 rounds, keeping the accursed hex talent as it is (that is, no recharge time to affect the second time the same foe, but at least one round to switch to another one). In case the witch uses the accursed hex talent, though, recharge time becomes 1d4+1 rounds. That seems to us a pretty simple and reasonable limitation that doesn't twist too much the rules while encouraging the witch to use other resources.

Furious Kender wrote:
Dreamspeaker doesn't work with Slumber. Slumber is not a spell. A dev posted on it in the rules forums.

Thanks. Do you know where is it? Couldn't find it...


I think your GM needs to reexamine the game system. Save or suck/die effects aren't something new. On the subject of infinite uses I would examine just how often you actually use it. Maybe then compare that to the number of times you could have used the utility of a wizards spell list. A witch basically traded spell casting for hexes.

There are also good ways to reign in an ability with simple social pressures in game. I'm sure that if superstitious peasants got word that you could make them just fall asleep and then slit their throats they'd be none too welcoming.

Lastly, just because you can spam something doesn't mean you should (although try explaining that to an archer who full attacks every round). The game can become rather stagnant if everyone finds the one thing that they spam and that's all anyone does.


Dreamspeaker says (bold mine)

Dreamspeaker: A few elves have the ability to tap into the power of sleep, dreams, and prescient reverie. Elves with this racial trait add +1 to the saving throw DCs of spells of the divination school and sleep effects they cast. In addition, elves with Charisma scores of 15 or higher may use dream once per day as a spell-like ability (caster level is equal to the elf's character level). This racial trait replaces elven immunities.

RAW, it does work on Slumber Hex, because it's a sleep effect. What's actually funny is that RAW, it -wouldn't- work on the elven wizards sleep -spell-, since the very description of the ability makes the destinction between spells of a school and effects of a type.

EDIT: but that's being needlessly nitpicky and legalese-ing things that shouldn't be.

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