Accursed Hex vs Hex Vulnerability


Advice


I haven't played a witch before, but am building one. I like both the feat and the spell. My question is, is it worth it to get both? Thinking Slumber here, of course, but not just that. Accursed is great, but only applies to 1x/day hexes, vulnerability is more flexible, but only as long as the spell lasts.

(feat) Accursed Hex: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex’s effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

(spell) Hex Vulnerability: The targeted creature becomes susceptible to a repeat use of your harmful hexes, even if you could not otherwise target that creature with a particular hex for a certain time period. For example, normally after you target a creature with a charm hex, you cannot target it again for 1 day. But after casting this spell on a creature, you could try the charm hex repeatedly as long as the spell persists. The end of this spell has no effect on any active or ongoing hex on a creature. For example, if the creature failed its save against a second use of your charm hex, it remains charmed for the normal duration, even if the spell expires before the hex does.


Well since you can use money to add Hex vulnerability I see no reason not go get it (and it's a 1st level spell so it's cheap).

The disadvantage of Hex vulnerability is that it's a standard action and only lasts for rounds/level. This means you're unlikely to have it active when combat starts, which means you waste a standard action casting it (or later a swift action 5th level spell slot with quicken spell).

The advantage of Hex vulnerability is that you're only limited by the duration of the spell. If you're fighting the BBEG, and you fail the first 2 attempts at slumber, you could cast this spell and just keep plugging away with that hex. With Accursed Hex you get 2 chances and you're done, but with Hex vulnerability you get as many as you want.

As far as I can tell Accursed Hex is better, but Hex vulnerability is so cheap you might as well get it at some point.


Hex Vulnerability is rarely worth the action in combat. In order for the spell to work the target has to fail a will save that is lower than the will save for your hexes, so you might as well save a spell and use a hex. If you are worried you won't be able to get a target with the 2 uses allowed by Accursed Hex, consider using a spell/hex that targets a different save or use Evil Eye to reduce AC or attack rolls. You could also use spells that don't allow a save or still have an effect on a save.

If you have Accursed Hex you shouldn't use Evil Eye to reduce saves in order to set up Slumber or other 1/day hexes, as mathematically you are better off just using Slumber twice (unless the number they need to roll to meet your DC is 2-6 in which case you should be using something else). The exceptions would be if there are other players who would benefit from the target having reduced saves or if you think you will be using multiple hexes/spells on that target.


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Spell Hex feat + Hex Vulnerability is an awesome combo. The Hex Vulnerability spell is a 1st lvl spell, so its DC dies out well before 10-12th level. But, at 11th level, you *should* get Split Hex because it basically doubles your Hex action economy, but at 13th level you can get Spell Hex: Hex Vulnerability, which causes your 1st lvl spell to become a Hex and use your current Hex DC (which WILL make your 1st lvl spell viable again). Also, you can use Split Hex on your Hex Vulnerability now, and hit two targets.

So I wouldn't say Accursed Hex *VS.* Hex Vulnerability, I'd say Accursed Hex + Hex Vulnerability, get them both.

Endless hexing.


The only time having both Accursed Hex and Hex Vulnerability would be a benefit would be if you are planning on spending 4 rounds on a single target. That is uncommon enough that it's not worth sinking resources planning for. Assuming that the target needs to roll a 8 or higher to save they have a 65% chance to save if you try once, 42% if you try twice, 20% if you try twice with evil eye. The odds will be much better against most targets.

If they fail the save against your Hex Vulnerability spell/hex they could have instead failed the save vs. misfortune or slumber.


Yeah, so always start Round 1 with Evil Eye Cackle and debuff their Saves. Even if the mob makes the save for Evil Eye, it stays on the mob for 1 round, but Cackle resets the duration to full. Round 2: Misfortune Cackle, Round 3: cast a Nasty Debuff Spell (with Persistent Spell) and watch them try to save against it 4 times, OR, cast a Slumber Hex and take them out of the fight (if they Save vs Slumber, you can do it again with Accursed Hex, and if they save a second time, you can use Spell Hex: Hex Vulnerability to reset, and try again).

This is BBEG strategy stuff though. Vs your average mook, you can probably just Slumber them right off the bat and they won't make the DC.

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