Extending Hex Duration?


Rules Questions


Not certain this is the right place but -
Is their a Feat that extends the duration of a Hex?

I have a memory of what I thought was a feat that extended the duration of hexes by 1 round, but I can't seem to find it.

If anyone can help I would appreciate it.
Thanks


That should be the cackle hex. It works exactly that way and it takes a move action. It doesn't work with all hexes though but it's a great hex to have in most witch builds.


The Cackle/Chant Hex I know about. They are an unlimited extension (sort of) but a very limited list of hexes they work on, none of which my Shaman has any interest in.

I had a vague recollection of a feat, rather than a Hex, that was only +1 round total but didn't have the very limited list of Hexes it could work on.


There's the SOOTHSAYER Hex. It only works on a few hexes. In combat it'll more or less extend those hexes by 1 round, out of combat it'll extend them a lot.

Then there's the ACCURSED HEX feat.

There's also the HEX VULNERABILITY spell. Kind of the same thing as Accursed Hex but in spell form.

Oh I just found the AMPLIFIED HEX feat. That can increase the duration by 1 round but costs spell-slots.

That's all I got.


I really like hex vulnerability because it has many uses on allies. I have the healing hex and I always use hex vulnerability on my allies so I am able to spam healing on them out of combat. It wasn't easy to convince them that they will be ok if they'd let me cast a necromantic curse on them but it was worth it.


Kileanna wrote:
I really like hex vulnerability because it has many uses on allies. I have the healing hex and I always use hex vulnerability on my allies so I am able to spam healing on them out of combat. It wasn't easy to convince them that they will be ok if they'd let me cast a necromantic curse on them but it was worth it.

I'm pretty sure there is an FAQ that says that doesn't work. Let me see if I can find it real quick.

Edit: Never mind it's not an FAQ, it's in the spell description itself. It's specifies harmful hexes only. You can't use beneficial hexes, like healing hex, with Hex Vulnerability.


Claxon wrote:
Kileanna wrote:
I really like hex vulnerability because it has many uses on allies. I have the healing hex and I always use hex vulnerability on my allies so I am able to spam healing on them out of combat. It wasn't easy to convince them that they will be ok if they'd let me cast a necromantic curse on them but it was worth it.
I'm pretty sure there is an FAQ that says that doesn't work. Let me see if I can find it real quick.

The spell description says it's limited to harmful hexes.

Silver Crusade

Pathfinder Adventure, Adventure Path, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Yeah, it wasn't FAQ by itself I don't think, it was covered in the second printing of the ACG.


Rysky wrote:
Yeah, it wasn't FAQ by itself I don't think, it was covered in the second printing of the ACG.

Yeah, I think it may have temporarily been an FAQ and then the actually errata'd the spell to include the bit about harmful spells.


Oh damn! I guess I have the old version of the hex or something. I have to talk to my GM now! xD


Kileanna wrote:
Oh damn! I guess I have the old version of the hex or something. I have to talk to my GM now! xD

Yeah it's a pity, I was thinking that was the best way to heal ever, but oh well. I wonder why they did that?


MrCharisma wrote:
Kileanna wrote:
Oh damn! I guess I have the old version of the hex or something. I have to talk to my GM now! xD
Yeah it's a pity, I was thinking that was the best way to heal ever, but oh well. I wonder why they did that?

Because they didn't want the Witch to have the best way to heal ever. It's a class that gets healing late and as a secondary/tertiary focus.


Plausible Pseudonym wrote:
MrCharisma wrote:
Kileanna wrote:
Oh damn! I guess I have the old version of the hex or something. I have to talk to my GM now! xD
Yeah it's a pity, I was thinking that was the best way to heal ever, but oh well. I wonder why they did that?
Because they didn't want the Witch to have the best way to heal ever. It's a class that gets healing late and as a secondary/tertiary focus.

Eh, most people just heal with wands eventually. This would at least be actually using spell-slots...

Actually:

SPELL HEX: HEX VULNERABILITY. Then MAJOR HEALING HEX = approx 380 hp healed (at 20th level). That's 3 times per day before you have to use any spell slots (1140 hp/day).

having said that, that's at 20th level. But you're right it's probably pretty broken the whole way up =P


Yes,it would be pretty broken and I think it would be a bit just too much if it actually worked as I thought. A witch shouldn't be a healer.
I'm more bothered by being doing it wrong than anything.
Fortunately I've talked to my GM about it and as I only used it at Artrosa we are probably making that the special magic of Artrosa made me temporarily able to use my magic in a different way. We didn't want to make I never could use my magic like that as we didn't want to remake some really interesting roleplaying we had regarding that. Some of my group even told me they didn't want me to use the spell on them because they feared consequences.

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