Indications of a hex


Rules Questions


I am playing a witch through a friends campaign, and im curious how much of a visual indication the slumber hex would give out. It is a super natural ability, so it has no somatic or verbal or material components, as far as I am aware it doesn't even have a visual indicator that its being used.

I just use it, and they fall asleep, or feel weaker, or unlucky, or various other hexes

is there actually anything in either the ability, or supernatural ability that gives a visual indication that a witch is using a hex? or can it be "stealth'd" and just have that guard fall asleep while wandering through with a crowd?


There seems to be a consensus on the rule forum that they're supernatural abilities but I don't see it in the description? Is it because they don't provide an AoO?

pfsrd wrote:
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.
At least some of the hexes sound more like spell like abilities to me. For example,
pfsrd wrote:
*Disguise (Su): [FAQ] A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments


Speaker for the Dead wrote:
There seems to be a consensus on the rule forum that they're supernatural abilities but I don't see it in the description?

It's because almost all of them say "(Su)". That means they're supernatural. If they were spell-like, they would say "(Sp)", and if they were extraordinary (like Cauldron and Coven) they would say "(Ex)".


Speaker for the Dead wrote:
There seems to be a consensus on the rule forum that they're supernatural abilities but I don't see it in the description? Is it because they don't provide an AoO?
pfsrd wrote:
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity.
At least some of the hexes sound more like spell like abilities to me. For example,
pfsrd wrote:
*Disguise (Su): [FAQ] A witch can change her appearance for a number of hours per day equal to her class level, as if using disguise self. These hours do not need to be consecutive, but they must be spent in 1-hour increments

Here. Explicitly marked as supernatural ability. Each hex is marked as (Su), (Ex) or (Sp).

To answer the initial question. It's up to GM to decide how much attention hex draws. Personally I am going with need for the witch to look intensely on the target for a few moments which might be noticed with good Sense Motive or very good Perception check.


Wow, right in the text I quoted. That's what I get for posting a 3 in the morning!

Shadow Lodge

There's no visual/aural indication that a supernatural ability is being used, but the target knows that the effect was made, even if it was unsuccessful because they feel "a hostile force or tingle":

Magic chapter CRB, Saving Throws wrote:

Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack.

Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

This talks about spells, but this section of the chapter is specifically about saving throws.


This brings up other questions. Can a witch's hex be identified while casting with spellcraft? Can a witch use her hexes if tied up or silenced? I don't really know the rules for super natural abilities. I know a cleric needs to hold up her holy symbol in order to channel (I don't even know if silence affects channeling).

Grand Lodge

They cannot be identified with Spellcraft.

They can be used if tied up, or in an area of silence.

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