Quick Witch question:


Rules Questions


Witch casts a spell with a range limitation like Misfortune (30') and the creatures fails its save. The Witch then proceeds to Cackle throughout the encounter, but that creature moves beyond the 30' range of the Hex. Does the Hex persist as long as she Cackles or does it fail once the creature moves outside of range?


My OPINION is that as long as you are within 30' when you cackle it persists until the normal duration would wear off regardless of how far away the target moves.


Each cackle adds one round to the duration of misfortune. Every time the witch cackles and that foe is within 30 feet, its duration is extended by one. If the foe steps out of 30 feet the duration doesn't suddenly shrink, but he's not going to have be affected by a cackle while he's out of range. Does that make sense? Cackle doesn't have to do with staying in range, it just extends to the duration for people affected by it.


MrSin wrote:
Each cackle adds one round to the duration of misfortune. Every time the witch cackles and that foe is within 30 feet, its duration is extended by one. If the foe steps out of 30 feet the duration doesn't suddenly shrink, but he's not going to have be affected by a cackle while he's out of range. Does that make sense? Cackle doesn't have to do with staying in range, it just extends to the duration for people affected by it.

So Cackle serves as a 're-application' of the original Hex, meaning that if one of the criteria of the original Hex were to fail (i.e. out of range, dead, whatever) then the original Hex would fail to re-apply?

I think I understand - I was reading through the Hexes themselves and didn't pay attention to the wording of Cackle itself. Not much use against ranged/flying foes then, eh?


Mercurial wrote:

So Cackle serves as a 're-application' of the original Hex, meaning that if one of the criteria of the original Hex were to fail (i.e. out of range, dead, whatever) then the original Hex would fail to re-apply?

I think I understand - I was reading through the Hexes themselves and didn't pay attention to the wording of Cackle itself. Not much use against ranged/flying foes then, eh?

It wouldn't be a reapplication, it extends the duration by one. If you cackled twice you could extend it by two rounds. Hexes don't end if you go out of 30 feet, and cackle is useful for making sure misfortune or evil eye last longer than one round.(evil eye is one round if failed, but if your next action is to cackle you don't have to worry about it falling off before you try to use slumber hex for instance.)

Against flying foes? Guess it depends on the situation. Anyone who stays out of your distance or keeps you moving can make spamming cackle a bit rough. I remember my first character was a witch and we had an encounter than ran like a gauntlet rushing from room to room. My fortune fell off pretty quickly, and I wasn't able to keep cackling very well as friends and foes ran all over the place.


MrSin wrote:
Mercurial wrote:

So Cackle serves as a 're-application' of the original Hex, meaning that if one of the criteria of the original Hex were to fail (i.e. out of range, dead, whatever) then the original Hex would fail to re-apply?

I think I understand - I was reading through the Hexes themselves and didn't pay attention to the wording of Cackle itself. Not much use against ranged/flying foes then, eh?

It wouldn't be a reapplication, it extends the duration by one. If you cackled twice you could extend it by two rounds. Hexes don't end if you go out of 30 feet, and cackle is useful for making sure misfortune or evil eye last longer than one round.(evil eye is one round if failed, but if your next action is to cackle you don't have to worry about it falling off before you try to use slumber hex for instance.)

Against flying foes? Guess it depends on the situation. Anyone who stays out of your distance or keeps you moving can make spamming cackle a bit rough. I remember my first character was a witch and we had an encounter than ran like a gauntlet rushing from room to room. My fortune fell off pretty quickly, and I wasn't able to keep cackling very well as friends and foes ran all over the place.

So I could Cackle twice as a double move action while someone was in range and extend the Hex for two rounds, even if I were to stop cackling after that and the target went beyond 30'? That never occurred to me, thanks.


As long as you're within 30ft of the target when you cackle, any applicable hexes have their duration extended. It has nothing to do with the original positioning of creatures when the hex being extended was first used.


Mercurial wrote:


So I could Cackle twice as a double move action while someone was in range and extend the Hex for two rounds, even if I were to stop cackling after that and the target went beyond 30'? That never occurred to me, thanks.

Sadly no. It's been ruled in a FAQ that you can't Cackle twice in a round.


thejeff wrote:
Sadly no. It's been ruled in a FAQ that you can't Cackle twice in a round.

Oh really? I know my information is outdated. Don't suppose you have a link to that?

Edit: Found it! Also can't use it if silenced even though its SU and has nothing to do with sound. Weird. They also didn't put a reason for why... OH! and they sad you had to cackle loudly like a madman. Jerks.


MrSin wrote:
thejeff wrote:
Sadly no. It's been ruled in a FAQ that you can't Cackle twice in a round.

Oh really? I know my information is outdated. Don't suppose you have a link to that?

Edit: Found it! Also can't use it if silenced even though its SU and has nothing to do with sound. Weird. They also didn't put a reason for why... OH! and they sad you had to cackle loudly like a madman. Jerks.

It's largely to shut down arguments about how the witch could Cackle for hours to set Fortune on the party for the whole day. Quietly, so no one would be disturbed.


MrSin wrote:
thejeff wrote:
Sadly no. It's been ruled in a FAQ that you can't Cackle twice in a round.

Oh really? I know my information is outdated. Don't suppose you have a link to that?

Edit: Found it! Also can't use it if silenced even though its SU and has nothing to do with sound. Weird. They also didn't put a reason for why... OH! and they sad you had to cackle loudly like a madman. Jerks.

Well, it is called "cackle" and not "concentrate really, really hard to extend mah hexes!"


ThatEvilGuy wrote:
Well, it is called "cackle" and not "concentrate really, really hard to extend mah hexes!"

I allow reskinning/fluffing though, and I've had quiet a few GMs that believe in RAW only. I could call it giggle or chuckle and give it the exact same mechanics and it really wouldn't make a big difference. Not the time and place to argue about these things though.


MrSin wrote:
ThatEvilGuy wrote:
Well, it is called "cackle" and not "concentrate really, really hard to extend mah hexes!"
I allow reskinning/fluffing though, and I've had quiet a few GMs that believe in RAW only. I could call it giggle or chuckle and give it the exact same mechanics and it really wouldn't make a big difference. Not the time and place to argue about these things though.

Always remember Rule Zero. As far as RAW is concerned, you have to laugh like a lunatic. As a GM, allow whatever you want! Make the witch dance! Sing! Recite poetry! Play with a dolly! Whatever tickles your fancy.


ThatEvilGuy wrote:
Always remember Rule Zero. As far as RAW is concerned, you have to laugh like a lunatic. As a GM, allow whatever you want! Make the witch dance! Sing! Recite poetry! Play with a dolly! Whatever tickles your fancy.

Most of the GMs I've had are confused and think RAW is the only way to play or that this game was actually made to be balanced though. Makes it a problem with rulings about oppressing creativity or forcing roleplaying. I use Rule 0 often enough, but some guys I know just want to push out their idea of RAW. YMMV.

Shadow Lodge

Well, they essentially want you to make noise equivalent to the sound of spellcasting. I think you'll be okay as long as you follow that.

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