Ritual hex to grab Disrupt Connection, to confuse any summoned creature for 1d4 rounds. Now you've got a free Disguise Self that you can change whenever.Īre you about to face off against that horrible Summoner that's been plaguing your group? Is your group about to get into some intrigue but you don't fit in? Now you have brew potion and can whip up a potion The hex has to be a witch hex (which is why I mention Spirit Talker, which we'll get to later), but other than that all you have to do is spend the 40 minutes and pass 2 DC 20 Knowledge (arcana) or Spellcraft checks (should be relatively easy for you) to gain a hex for 24 hours.ĭoes your group need a potion stat but no one has Brew Potion? Ritual hex allows you to spend 40 minutes a day and gain the use of one hex you don't know for 24 hours. You might consider Ritual Hex or Spirit Talker Ritual Hex Like Ill Omen, which as a Spell Hex becomes a much more potent Misfortune hex that allows no saving throw, usable 3/day. Note that these restrictions don't apply to spells which are not touch attacks and do not permit saving throws. If the spell allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex.If the spell is a touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours.Also, the Spell Hex text states the following: This save can only be made at the beginning of the creature's turn.Īnd Hex Vulnerability may also be valuable for a hex-focused witch, in the event Accursed Hex doesn't get them what they want. Mudball might also be a contender the blind is automatic (assuming you make the touch attack) and requires a Reflex save to wipe off. Hex DC scaling on an hour/lvl effect is nothing to sneeze at.
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