A very simple question about Witch Hexes


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A very simple, perhaps silly, question.

A situation came up during my last game session, and I have not been able to find the answer spelled out exactly.

The question is, when do Witch Hexes end, at the beginning of the Witch's next round, or at the end of the Witch's next round?

When I was reading up on Witches before I start running one through Runelords, I found a thread that mentioned that the Hexes ended at the end of the next round in passing (the thread was not about this topic, it was just mentioned as part of another explanation). When somebody asked about that, the poster stated that it only made sense since otherwise the Witch would *have* to take Cackle, and would *have* to essentially take a full round action to Hex/Cackle so that he/she could actually benefit from the Hex. Nobody else protested or said anything, so I just went along with it.

But now I cannot find the thread, nor anything about it. Naturally.

So a situation came up a couple of days ago when I had a prepared action to hex somebody when they came into view. They came into view, I hexed them, and the GM told me that the Hex wore off at the beginning of my turn and thus I could not target them again with that Hex and Cackling would have no effect.

So that is my question. Would the Hex wear off at the beginning of my turn, or the end? If it wears off at the beginning of the turn, than does that mean in order for your Witch to enjoy the fruits of that hex he/she has to spend a full round to Hex and Cackle each time he/she tries a new Hex (and they have to take Cackle...though why would anybody run a Witch without it anyways is beyond me)?

I had been link-hopping when I came across that original thread, so maybe I ended up in somebody's homerule thread or something. But it made sense to me. I realize most magic effects of this sort end at the beginning of the turn, I just thought the Hex was different and didn't question it.

Luckily, this hasn't really affected us in the game except for this time with the prepared action. I pretty much always Hex and cackle, so it has been a non-issue. But it would be good to know in clear terms. :)


combat chapter/prd wrote:

Effects that last a certain number of rounds end just before the same initiative count that they began on.


Interesting, so what you are saying is that the Hex essentially ends at the beginning of my turn, and in the case of the prepared action the Hex would end at the beginning of the enemy's next turn?


Optimistic Cynic wrote:
Interesting, so what you are saying is that the Hex essentially ends at the beginning of my turn, and in the case of the prepared action the Hex would end at the beginning of the enemy's next turn?

Yes the hex end at the beginning of your turn.

I am assuming by "prepared action" you mean readied action.

When you ready an action it changes your initiative so the ability still ends on your turn.


Was this your missing thread?

In any case, what the others have said is correct by RAW - effects end just before the initiative count they began on. Not in the middle of an initiative count, or the end of it, but at the beginning. It's black and white.

Also, when you "ready" an action, it must be a standard, move, swift, or free action. Just one. Not a full-round action, and not an entire turn. When your readied action is triggered, it changes your initiative to be right before the creature who triggered you. So your GM was right, you readied a hex, the target came into view, you hexed him as your readied action and that changed your initiative to be right before that target. You have no more actions so now the target gets his turn and then so does everyone else, and when it comes back around to you, the hex wears off at the start of your turn before you can cackle about it.

Now, this does make Cackle a bit awkward, and I could easily see a GM ruling it the other way, but unless you can find some specific rule about witches and hexing that overrides the general rule about ending at the beginning of your turn, that ruling would be a houserule.


Cackle adds an additional round, but that is it. The ability still ends at the beginning of the player's turn.


Right, but he is suggesting that in order for a single round effect to be continued with Cackle, you would have to Hex then Cackle in the same round, rather than Hex, then Cackle at the start of the following round.

I could see the strong reasoning for Houseruling it. Otherwise, yeah, there is little way for a character to enjoy their own single round debuffs (Stunning Fist/Sneak Attack comes to mind).


Hey, thanks for the replies!

You are correct about the readied action changing the initiative order of course. Totally missed that. :) But that also means that a Witch should never Evil Eye (or Misfortune/Fortune/etc before level 8) as a readied action. The Witch will not be able to reap the rewards from doing so.

DM Blake : That may indeed be the thread, thanks!

In the end it sounds like a Witch has to effectively spend a full round action (Hex/Cackle) if he wants to enjoy his own Hex on his turn. So it is not likely a Witch will be Hexing on his first turn, unless the enemy just shows up within 30 feet by chance.

That just seems...wrong to me. No it really hasn't hit me in the game per se, usually my Witch is activating the Flight Hex or something similar on the first round if the enemy is far away, but conceptually it feels wrong.

Oh well. :)


Optimistic Cynic wrote:

Hey, thanks for the replies!

You are correct about the readied action changing the initiative order of course. Totally missed that. :) But that also means that a Witch should never Evil Eye (or Misfortune/Fortune/etc before level 8) as a readied action. The Witch will not be able to reap the rewards from doing so.

DM Blake : That may indeed be the thread, thanks!

In the end it sounds like a Witch has to effectively spend a full round action (Hex/Cackle) if he wants to enjoy his own Hex on his turn. So it is not likely a Witch will be Hexing on his first turn, unless the enemy just shows up within 30 feet by chance.

That just seems...wrong to me. No it really hasn't hit me in the game per se, usually my Witch is activating the Flight Hex or something similar on the first round if the enemy is far away, but conceptually it feels wrong.

Oh well. :)

Fortune is intended to be cast on allies(other people) as a buff, so yeah the witch would have to cackle to get the benefit of it.

I don't see the point of readying an action for evil eye when you can just do it on your turn, unless you want to target a certain creature at a certain time.

As an example if you know one of the party's other casters will target someone, but you don't know who you can ready an action to evil someone to drop their saves just before the spell is cast. In most situations the toughest enemy will be known so you won't have to ready an action though.


Evershifter wrote:

Right, but he is suggesting that in order for a single round effect to be continued with Cackle, you would have to Hex then Cackle in the same round, rather than Hex, then Cackle at the start of the following round.

I could see the strong reasoning for Houseruling it. Otherwise, yeah, there is little way for a character to enjoy their own single round debuffs (Stunning Fist/Sneak Attack comes to mind).

What are we supposed to be doing with these builds?

Shadow Lodge

Cackle is a strange case for the...

Quote:
Effects that last a certain number of rounds end just before the same initiative count that they began on.

...rule simply because there's no other ability in the game (that I'm aware of) which lets you to extend what is always going to be another single-round ability's duration.

Was the intention of Cackle to:

  • force it to always be used in the same round as the original hex (thus making the original hex a full round action), or
  • was the effect-ends rule in relation to Cackle overlooked in design?

    There's enough confusion around this issue to suggest the wording implies the latter, but it's impossible to say for sure without official word.


  • look its not rocket science.
    Hex then cackle, that means you have a extra round to cackle again. Hell if you want to really give yourself a cushion spend the next round by not moving and cackle twice the next round. Uses a Cackling hag's blouse and cackle 3 times in a round. Each will add a round to the hex.

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