Sustaining Hex Spells on a successful save


Rules Discussion


Pathfinder Lost Omens, Rulebook Subscriber

All the Witch’s Hex spells can be sustained. I have a few questions....

If the target succeeds at the saving throw and is unaffected, such as Evil Eye, can you still sustain the spell (like Flaming Sphere)? Or is the spell just lost on a success? Wording is “Regardless of the outcome, the target is then temporarily immune for 1 minute.” If you can still sustain it, I assume that target is immune and you have to shift to another target in that case.

With Clinging Ice Hex it states “Once this spell ends, the target becomes temporarily immune for 1 minute.” So does that mean you can target the same creature next round and they have to re-roll the save each time then?


It looks to me that you haven't understood the concept of sustaining a spell. If you sustain a spell, the creature don't reroll a saving throw. So, if it succeeded to the save it isn't affected even if you could sustain. And Clinging Ice only does damage when you cast it. If you sustain it it's only for the speed penalty.


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That said, you can sustain a Hex that the enmy succeeded his Save against and keep the "success" effect of the Hex going.

As an example, veil of dreams:

Quote:

Critical Success The target is unaffected.

Success The target takes a –1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to –2 for Will saves against sleep effects.
Failure As success, and any time the target uses a concentrate action, it must succeed at a DC 5 flat check or the action is disrupted.

If the enemy succeeds on his save, you can keep sustaining it and the enemy will still be suffering from "The target takes a –1 status penalty to Perception, attack rolls, and Will saves. This penalty increases to –2 for Will saves against sleep effects." for as long as you do.


Pathfinder Lost Omens, Rulebook Subscriber

Got it. Makes sense now. Thank you

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